Golden Rules

This rule can be broken later but when you start, make sure you never introduce any scaling. This includes any negative scaling as a result of mirroring tools.

Another way of saying this: all bones should have an x-axis that points towards its children.

This is assuming you have an XYZ order of rotation. If not, make sure it’s the first rotation in your order of rotation.

This maintains the ability to animate a roll on your bones/joints without completely destroying your animation.

This is assuming you have an XYZ order of rotation. If not, make sure it’s the last rotation in your order of rotation.

The Z-axis is the safest axis to rotate on, because it affects the other two axis rotations.

This is assuming you have an XYZ order of rotation. If not, make sure it’s the second rotation in your order of rotation.

This is where gimbal lock can happen and ruin your day. Follow these alignments to reduce having to “Fix Euler” or to re-order your rotations.

If a child is exactly in the same place as its parent, its values are always zero.

Another way to look at this is that your object’s coordinates describe how different it is from its parent.

This isn’t only limited to objects since vertices and their coordinates (or any other component) are technically children of the object-transform they are attached to.

When mirroring joints, we should follow all the rules established for bone alignment but include per axis flipping to maintain the behaviour of mirroring. Not only does this preserve the right-hand rule, but it also allows for animation to be fully swappable to either side.