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Orient local rotation axis without 180ing another joint?
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05-27-2021
07:41 AM
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Hello, I am really new to rigging and struggling bad. I mirrored some joints on a bipedal character. On the right side (side I first rigged)
the Z axis faces forward, the X axis points towards the children (going right), and the Y axis points up.
When I mirrored,
the Y is down, the Z is in the back instead of the front, and the X is facing right like the original.
I tried to use the Orient Joint Options, but the best I can do is make the X/Y match the original at the cost of the Z axis facing the back of the character instead of the front like the original. Is there a way to make the Z face the front without it turning the X axis 180 as well?