How to change Bone's local Axis orientation?

Hi, I’m new to blender so, please go easy…

I’ve created a simple 3D human model with bones and a mesh and everything works fine.

The problem arises because I would like to have a specific orientation on the bone’s axis, not the one that blender assumes. It seems that blender always make +Y as the direction of the bone, thus if I extrude one bone to the right I’ll get a rotation in the bone’s axis with relation to the parent bone.

I’d like to have the same axis in all the bones, equal to the scene axis.

Is there a way to change each bone local axis (in the rest position)?

thanks,
pedro

The Y-axis will always be Y – no matter what. To change the X and Z axis, go in edit mode and in the bone tab there is a slider called “roll” as you move it from 0 to 90 to whatever, the Xand Z axis will rotate around the Y

As you extrude bone section, you can correct the roll by hitting [Ctrl][N]. Select Z-axis for horizontal bones and X or Y-axis for vertical ones.

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thanks for your answers but, as I said, I’m new to this stuff… (and using blender 2.63)

I’ve not managed to see (draw) the local axis of each joint. The only axes I see (even when changing from global to local or clicking axis box in the Display menu) don’t ever change, and are equal to the scene axis. I thought that all was working as I expected, same axis in the all bones…

The problem arises because I’m exporting the model to directx (to a .x file) and then applying rotations to its joints in irrlicht.

For the bones that point up, all work as I expected, but for the horizontal ones it the axis are rotated 90 degrees.

Maybe I can change that using roll but I’ll need to see the local axis to be sure I’m doing the right thing. How can I do it?

I’ve not managed to see (draw) the local axis of each joint.

In Pose Mode, hot key [A] will select all the bones. In Properties Window under Armature there is Display setting. Just check Axes to display bone axis.

are you turning “Axis” on in the object and/or armature tab – there are a series of checkboxes (Names, X-ray, AXES, Colors, etc) check the Axes checkbox, then you will see small coordinate systems on the tip of each bone in edit mode

Hopefully in Blender 2.8 or later
With their announcement of supporting game engines

That they will realize their Y forward is not compatible with some if not all game engines using Z forward on the Bone Local Axis.

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The bone axes can be converted by the importer/exporter

Even though blender assumes Y+ to perform its calculations internally it should be sufficient for most users to simply draw the bones differently in the viewport.

Issue comes when the Dev of the Importer refuses to convert the Bone Axis

Is sad

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