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Joint rotation range issue

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Anonymous
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Joint rotation range issue

I have a simple issue without an easy to find answer. I'm constraining the toe joints of a humanoid character to the x orientation of controls beneath the feet so they remain level with the ground while walking, also limiting rotation of the toe joints so they cannot bend downward awkwardly when the foot is angled up. It works on the left foot, but not the right foot, either keeping the foot completely rigid or ignoring the limit and remaining oriented with the ground. I boiled the problem down to this: when rotated continuously the left toe's x rot value stays between -180-180, and the right toe's x rot value stays between 0-360 independently of the limit information; also the local y and z axes seem to be inverted, but not x. It's a weird problem to have considering the joints are mirrored and pointing in the same direction (working joint is the original), but that might be the problem. No resource online could help me find out if any of those are the problem or how to change them, and I have played with the constraints and limit values to death to no avail.

In short, how do I change a joint's rotation range from 0-360 to -180-180?

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