0
$\begingroup$

I don't want to change the bone roll, that doesn't accomplish anything.

When I have a bone, I want the Y and Z axis to stay the same, but I want the X axis to reflect across the local Y axis. If I try and change the bone roll, it always changes both the Z and X at the same time, even though all I want to do is flip the X axis of the bone in edit mode. "Switch Direction" almost accomplishes this, except then it reverse the head and tail location.

$\endgroup$
  • $\begingroup$ Can you upload an image describing what you mean? I'm am not sure how you mean but if you are trying to make the axis left handed, you can't. Otherwise it's just a -+90 degree bone roll. $\endgroup$ – Jackdaw Aug 23 at 20:59
  • $\begingroup$ Why "can't" you though? In all these years no one thought to simply have a reflection option? $\endgroup$ – cheesemonkey102 Aug 23 at 23:36
0
$\begingroup$

I haven't got a full picture of what you want to accomplish with this but:

What you can do is to have an armature that is scaled to -1 on one axis. That will give you an inverted coordinate system inside that. You could then drive bones on the deforming armature with those bones.

AFAIK bones will end up as matrices that deforms the mesh. Having a negatively scaled matrix on one bone will also scale the deformation accordingly. By using a controlling bone that exist in another coordinate system, this problem will be limited to a non deforming armature, and this is fine.

$\endgroup$
  • $\begingroup$ But then that scales every other bone the same way, so relatively nothing changed at all. $\endgroup$ – cheesemonkey102 Aug 27 at 3:00
  • $\begingroup$ I do not understand your need an can therefore not help you further. $\endgroup$ – Jackdaw Aug 27 at 5:33

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.