Hi All,
I was hoping someone could explain this. I have a character in a t-pose and it’s been rigged using the legacy system. It’s one mesh with bone objects with transformations. When I look at the rotations in the inspector, the chest says 0,0,0 (which I assume is it’s rotation relative to the spine since it’s standing straight up), but when I look at the shoulder rotation it’s set to 0,0,28. How can this be!? If the spine bone is facing straight up, and the clavicle is facing to the right, shouldn’t the rotation be something like 180,0,0 or something like that? Is there some missing magic number here that bridges the gap between the two?
Thanks
Ray