I tried to rotate manually, tried different settings and didn`t get to set the axis in in my experience, joint orientation in both maya and Modo are 

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Maya rotate joint orientation

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Let's start out by getting a quaternion that represents a transform node's current orientation: import maya.cmds import maya.api.OpenMaya as OpenMaya # create a cube to work with for this example. Oct 8, 2017 Is there a way to somehow “bake” rotate axis into joint orient, i.e. set rotate axis to zero and modify joint orient to restore original orientation?

Oct 5, 2017 Alternately you can do the following. Select the joint(s) you want to orient and enter the rotate tool. Open up the rotate tool options and check 

Modifying the jointOrient changes the coordinate axes, which affects how scaling a joint behaves. Rotate the joints just to see how they move. Notice that they do not all rotate the same way in a predictable fashion. This is because Maya's auto joint orient doesn't know which way is up for the joints.

Rotate the joints just to see how they move. Notice that they do not all rotate the same way in a predictable fashion. This is because Maya's auto joint orient doesn't know which way is up for the joints. Make sure all of the joints are selected again and go to display->component display->local rotation axis.

View 2 Replies Similar Messages: Maya – Move Skinned Joints Without Unbinding from John P. Neumann on Vimeo. Moving skinned joints or fixing their orientation is a pain in the ass. But it doesn’t have to be. Here’s 2 and 1/2 minutes that’ll save you from saving your skin weights out, unbinding, moving your joints and then re-binding and loading your weights back in. When on, all joints you create with the Joint Tool are set to align with the world frame. Each joint’s local axes have the orientation of the world axis, and the other Orient Joint settings are disabled.

Maya rotate joint orientation

I did the bones, but as you can see in the picture, the rotation not along the bone, is according to xyz, might be because i freeze them?
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So when the rotations are "0, 0, 5", how do I find out what the right values would be Maya Rigging Rotate plane solver issue. Rigging. Rotate plane solver issue: Check if the last joint's orientation matches it's parent joint's orientation by turning on local rotation axis (Display -> animation -> local rotation axis) .
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Maya rotate joint orientation





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I am able to query vertex normals, but in order to rotate my object pivot, I'd need at least one sensible tangent, so that z and y are not arbitrary. I know that it is possible to compute a tangent that is as close to Y-up as possible (like in automatic joint orientation), but that's not what Maya does in my example images. Okay so I finished painting skin weights on my model but realized that when I rotate my bones, some of them skew the mesh horribly. I'd guessing this is because some of the joints have their red lines NOT pointing at their parent joint which is the bone orientation, correct? This selects all of the joints. Rotate the joints just to see how they move.