Orient local rotation axis without 180ing another joint?

Orient local rotation axis without 180ing another joint?

Anonymous
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Message 1 of 5

Orient local rotation axis without 180ing another joint?

Anonymous
Not applicable

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?

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Message 2 of 5

mcw0
Advisor
Advisor

Did you try the "Orientation" option in the Mirror Joints tool?  I think that get's you what you want.

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Message 3 of 5

Anonymous
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Unfortunately this just gives me the same issue where the X axis is 180'd to not face the children as a trade off for the Z axis facing forward, which is the current issue I'm already facing.

 

image0.jpg

 

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Message 4 of 5

mcw0
Advisor
Advisor

I thought you were after the exact same orientation as your source joint.  What you are after is not doable due to Maya following the "rightHand" rule for its coordinate system.

Message 5 of 5

Anonymous
Not applicable

Oh thank you, I have much to learn still apparently. 😞

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