Joint/Controls orientation, a few quistions

I was recently back on doing some rigging tools and something occurred to me, after analyzing and working with a few different rigs, I realized that there really is no “one way” of doing this, so i wanted to reach out and have a chat about this perhaps there are things people do not know and or have some good tricks that would like to share in regard joint orientation, specifically :

  • What’s your preferred Joint orientation method (eg: X point down the chain ,Y up, Z forward), and why?

  • How do you handle Mirrored joints orientation?( which axis do you flip ?)

  • How do you handle Controls being mirrored (for IK and FK for instance, do you Mirror behavior or keep controls oriented to the world?)

  • do you keep all your orientation consistent through out the rig modules ? (for instance, the spine on a biped which is going upward would have X pointing to the next joint and Y in the -z, or would you use -Z as UP vector?)

  • What’s the one most important rule ?

  • Any cool tool you know and or way of orienting things ?

Any other tips and tricks you want to share ?

Communicate with animators and engine programmers about the expectations.

Joint orientation and rotation order need to play nicely together

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Holy smoke that is great info!
Thanks for sharing :slight_smile: !