Someone should alert the administrators
Okay! I decided to float my thoughts, as usual, and see what the gurus will say. I get the feeling that my forerunners have been through this path and have overcome; which begs the question, “Should I even be writing a script for this?” Just wondering …:curious:
Blender is blessed with tutorials. Traditionally, rigging a Character’s legs start on either the left or Right viewports. Adjustments may later occur in other views. I have seen excellent blender tutorials on leg rigging executed solely on the side views. Now the target audience (and new immigrants … like me) may have a character with legs apart and toes almost at 45 degrees (viewing from top). That posture – common default rigging posture – cannot be fully comprehended without paying attention to the front/back views. The newbie is left to innovate. He thinks, “What if I set the bones right and apply the techniques I gathered from the tutorials?”. Aah! Good idea.

So, we have the hierarchy - b[/b] which is coplanar to the YZ-plane. It appears as a straight line at the front view (XZ-plane). This is the hierarchy the newbie had prepared to digest his tutorials … now he must adjust it. He begins with an A-select to highlight the lot. With cursor snapped to the hip joint, he does an R-rotate (about the Y-axis) until the bones seem to fall in place at the front view. The resultant is the hierarchy - (B). A careful look reveals that the bone rolls no longer agree. By this time, I’m already going gray as migraines set it. [b]What is that???
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Ignoring the obvious, I proceed to set the top-view aright. With another R-rotate about the same point (but wrt the Z-axis), I create hierarchy b[/b]. What we have now is a mess – the bones do not lie on the same plane and each one is ‘rolled’ to a different direction. Should I be worried about this? Coming from a background where bones have to lie on one plane to avoid issues, this is big! A former MAX user would expect to find an untarnished hierarchy plane after the rotation … But, No, blender handles bone transforms differently.
[b](D)[/b] is just same as [b](B)[/b] but with the toe bones locally adjusted. Yeah, I tried that too. :hmm: Hmm, I perceive there is a way around this. Mine is to script a tool that will tidy the roll/head/tail alignments or is this so trivial and unworthy of the expense? [b] What do you think?[/b]