I’ve been looking for an hour to try to find the answer to this question, so forgive me if it’s already been posed.
I’m trying to figure out why the default axes for bone rotation does not match the global axes.
Basically if start you start with nothing in your scene, and add a single bone, turn on display of it’s axes, they will indeed be the same as the world axes. Great. Now if you pop into pose mode and rotate through Y (r y), it’ll rotate as expected. But if you switch to front view and rotate it’s the bones Local Z (watching the N Panel) that rotates :eek:
What I don’t get is that the axis (still on display) are the same as the world axis so it should be the bones Local Y that Rotates, Yes? or am I missing Something?
If anyone could point me to the solution it would be greatly appreciated.