I’m trying to shove my butt back into the world of computer animation and am currently rigging one of my old characters. I’m at the point where I need to adjust the local rotation axis of the joints properly and I want to know if it’s possible to adjust the LRA’s numerically (i.e. typing in a number) rather than manually with a mouse. Here’s why:
- I created the joints individually w/o parents. I only created joints for the left side with intent to mirror them later.
- Once all the joints were properly placed, I connected them through the outliner so they’re original joint orientation would not be altered.
- I manually adjusted the LRA’s of all the joints.
- I mirrored the appropriate joints.
This process left me with LRA’s for the mirrored joints that are exactly as I need them to be…if they were rotated precisely 180 degrees on one specific axis. I want to know if it’s possible to adjust them in such an exact fashion rather than using the mouse to try and ‘eyeball it’. I had been previously told that I could go into the attributes sidebar and that the fields to be changed were under the ‘joint orient’ label, but when I attempted to adjust these values, the joint itself was rotated.