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Hi there!
So I'm currently rigging a standard bipedal character and just finished the left arm. I started creating the right arm by using the Mirror Joints tool set to Behaviour on a YZ mirror axis to get the joints, and duplicated all the left arm's control nodes by grouping everything, applying a -1 scale on the x axis, then ungrouping everything within and deleting that null group. I then deleted all constraints connected to these duplicated control hierarchies and started reconnecting things from scratch.
Everything was going well until I started applying constraints to the controls. Specifically, I noticed something very wrong when I tried establishing space switches for the shoulder control, so that I could toggle via an orient constraint what part of the body influences the shoulder's rotation (clavicle, upper spine, center of gravity, world). I created a null group for each space switch, aligned to the shoulder control and parented to their respective body part control, then applied an orient constraint from all of these group nodes to the shoulder control. First issue I noticed is that there was a -90 value applied to the x offset in the orient constraint, but otherwise visually things still were in place.
Once I started setting driven keys to toggle the influences within the constraint on/off is when the arm started flipping 90 degrees.
I understand that the issue lies somewhere with an incongruent match of rotation axes, but I haven't grasped what stage in my process initiated this issue. I made sure that everything connected to this constraint (the shoulder control, the parent group of the shoulder control containing the constraint node itself, the null space switch groups) all have the same local rotation axes. So I'm not sure what part of this setup needs adjusting.
Any help here would be greatly appreciated! If any specific screenshots are needed I'm happy to oblige!
Solved! Go to Solution.