Graph editor and bone transforms/rotations dilemma

Hello sorry to bother everyone again I wanted to ask can you manipulate the f curves so that they can only move on the normal/local axis instead of global axis? I know this question has been asked before; I tried using xyz euler instead of quaternion, I tried turning off local location and/or inherit rotation, I’ve tried axis constraints on the normal/local transformations. I guess you could animate the bones only in the graph editor using the xyz euler but you wouldnt be able to animate it in the viewport even with axis constraints in viewport so that would be really impractical. I’ve attached a video below showing my difficulties

Best regards

Hi, two important notions : frame of reference and rotation order.

I think here you want to change the rotation order so that the hip bone rotates around Z last. You’d have to pick a rotation order that starts with Z (ZYX or ZXY). I would pick ZXY because since this is a hip bone, you probably also want Y to be the prime axis.

Hello thank you for taking time out of your day to help me out. I phrased my question poorly sorry, I only wanted to use one axis that being the x axis and I wanted to rotate it in the graph editor hoping it would by itself move on the x axis using normal transform but instead it used global. I guess graph editor doesn’t take transform modes into account and you have to combine the movement of all xyz axis curves in order to get the desired effect. But that confuses me why should you even bother moving the curves when you can just use pose the bones in viewport to get the desire pose? Does graph editor just show whether your curves are messy and which you need to delete and manipulate the handles? I keep trying to get better at animation but I just get setback after setback.

All that’s to say is there even a point moving the curves if you can just move the bones in viewport seeing as how combining curve movements to get the desired effects of more difficult?

It uses local space. All transforms are in local space, both the values in the sidebar and the fcurves.

Have you tried what I suggested earlier ?

I didn’t fully answer your question. First try changing the rotation order, see if it helps. It should reflect both in the transform gizmos and the graph editor. Moving a single keyframe should affect only the relevant axis (this is true for rotations, however not for translations). As per your more general question wrt graph editor usage, yes you can use it exclusively for animation, but it takes some practice to be able to manipulate things at this level of abstraction.

What do you see in OP’s video, in the first post ?

Hello I tried zyx and zxy euler and they all produced the same problem, when i adjust all the f curves of the axis in graph editor the torso starts to rotate out of the alignment of the axis’ local gizmo regardless of the order of which axis i rotate first, thanks for your patience

Hello I tried the gimbal but it still doesn’t rotate the way the gimbal axis are pointed

Wait I think I’m starting to understand now local space isn’t indicative of the axis of the bones. Adjusting the f curves doesn’t move the bones in a reliable direction, I need to research more sorry about that

Don’t use quaternions for this, you can’t control rotations in the graph editor if you use quaternions. They’re good for other use cases