So, this is more of a practice and method question rather than a technical one; I've found some information on the subject, but I'm not sure I understand the system. To give you a quick background, I've exported the default character model from Unreal Engine 4 and am creating a rig for it in blender so I can do my animations there.
In this example, the bones which form the spine have their Z axis pointing towards the front of the character. This changes for the highlighted head bone, which has a Z axis in line with the global Z. As I was setting all this up I realized I didn't know if every axis should be facing uniformly, if they should all try and orient globally, if some should face some way and others should face differently, and so on.
Phrased specifically - what systems or rules of thumb can I adhere to when adjusting bone orientation in a rig, or where can I find more information on this subject?
Any help is appreciated, thanks everyone :)
P.S. This is all hopefully headed back into UE4. I don't know if the destination software of the animations has to do with how I should handle all this, but that's my plan in case it does.