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This can easily be tested with the Rigify addon: Drop a Human metarig (that has fingers) Generate the Rig

Select the base finger control on any finger (1st control) enter image description here When you rotate in X axis, the entire finger curls because the subsequent 2 controls are set to Inherit Rotation. (Under Bone Tab > Relations ...) When you rotate in Y or Z axis however, even with the Inherit rotation on, the subsequent 2 fingers do not bend like the do in X.

Now try turning off Inherit Rotation on all finger controls. Select the Base Finger control again. Rotate along X axis, this one behaves as expected, the base rotates but the subsequent 2 controls are just acting like Children Of. Which is best. When you rotate along Y axis however, now the subsequent 2 controls counter rotate to preserve their initial world space orientation.

Am I missing anything or is this intended behavior ?

This happens regardless of whether rotation is set to Quat or Euler.

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  • $\begingroup$ Did you have any lock constraints on the fingers? $\endgroup$ – Nate_Sycro27 Dec 9 '19 at 3:41
  • $\begingroup$ @Nate_Sycro27 No, no constraints were ever added. All I did was: 1. Shift A to create a metarig 2. Click the Generate rig button 3. rotate the top control of the finger. $\endgroup$ – mehdianim Dec 9 '19 at 3:46

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