Should joints get created that do not point along their Z axis, you will need to re-orient them to correct that. (Note: “character animation” can refer to organic creatures as well as mechanical objects that require a skeleton to perform the way you intend, whether or not a similar thing in the real world would have a skeleton.) Joints have a preferred direction, and they point along their Z axis. This is especially true when you are building skeletons of joints for character animation. Typically, axis orientation is something to be aware of when you are working with hierarchies of objects, and you want the objects in that tree to work together as a cohesive group. It can be confusing, but just take it in a bit at a time, and soon you will have a good feel for how it all works. Ultimately, they must all play well together, and it helps if you understand what’s going on. ![]() ![]() As discussed in the topic “Axis”, there are several different coordinate spaces that are at play at any given time in a 3D scene or project. ![]() Axis Orientation refers to the direction that an axis of a given object is favoring.
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