the issue arises when you have legs and arms that are not modeled in a “T” pose with arms straight out on the x axis and the legs not going straight down on the y axis (in a y up/down world).
if you have a character that is modeled with arms and legs at an angle such that there is the least amount of stretching/tension, you get limbs at angles.
thing is, even if the arm is out at an angle, there is only ONE right way in which the elbow should bend. that is, it should bend into itself, into the upper arm like a pair of scissors. same with the knee and the lower leg - it should bend into the thigh perfectly.
the only way to accommodate that however is if one the bone’s axes LIE ON THE PLANE formed by 3 joints (for arm: wrist, elbow, shoulder … for leg: ankle, knee, hip).
in maya, there are plugins that will autoalign a bone to that plane (you have to select the proper joints). is there something similar in blender?
how would one solve this issue in blender? also, i HATE eye-balling things… i hate imprecision. just a caveat… : )
p.s. interface pet peeve - generally, i feel the blender interface is - while very different - very well thought out, philosophically self consistent and logical.
BUT… the default where you select with the right mouse button… in and of itself, it’s, as i said, different but fine. but the fact that sometimes in the default interface, you also CANCEL OUT of operations using the right mouse button… this is INEXCUSABLE in my logic book… you cannot have a button both be an affirmative AND a negative! and this one little thing spooks me about what else might be so illogical.
anyhoo… i hope hope hope that at some point, this little default detail can be remedied so i can have more confidence about blender in general!
fyi, yes, i did already redo MY interface so that the left mouse button is selection.