ABSTRACT

Joint orient values and Rotation Orders are a vital part of character rigging and setup and an oen-overlooked one. ere are a lot of modern “autorigging” solutions that kind of “skip over” this stu because all of those systems are dependent on your character being in the T-Stance, which makes it easier to create a one-size-ts-all rigging system for any character. Mecanim, used by Unity3D, and HumanIK, used by Autodesk, are two such systems, and they work really well as a universal retargeting system. ere’s no reason you can’t use your own skeleton and rig as part of one of those systems, however, and indeed you might oen have to, especially when you are rigging a model that isn’t built on a T-Stance (which isn’t really optimal for deformation anyway).