& Construction
![architecture engineering and construction collection logo](https://damassets.autodesk.net/content/dam/autodesk/www/universal-header/flyout/architecture-engineering-construction-collection-uhblack-banner-lockup-364x40.png)
Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
& Manufacturing
![product design manufacturing collection logo](https://damassets.autodesk.net/content/dam/autodesk/www/universal-header/flyout/product-design-manufacturing-collection-uhblack-banner-lockup-364x40.png)
Professional CAD/CAM tools built on Inventor and AutoCAD
Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
Professional CAD/CAM tools built on Inventor and AutoCAD
Modify the rotate order of individual joints to their primary movement for finer control over the model.
Type:
Tutorial
Length:
3 min.
Transcript
00:04
Now this is good for most of the joints.
00:06
But there are some which would benefit from a different rotate order.
00:09
Take the elbow, for instance,
00:12
the primary movement for this would be around the X axis.
00:17
So it doesn't need to twist,
00:19
not unless this was a flexible cartoon style rig. Anyway,
00:22
even then X would still be the main rotation.
00:26
So here Yxz
00:28
isn't the best solution,
00:30
we need to swap the order. So X has the highest priority. So the other axis follow it.
00:37
Let's try Yzx.
00:40
That's better.
00:42
Everything follows. Now as the elbow bends,
00:46
let's update the opposite elbow now
00:49
and we can apply the same to the knees.
00:52
Yep, all four of them.
00:54
OK. Those are updated and working better.
00:59
Next, let's look at the twist joints.
01:02
So these will only ever rotate around the Y axis in this rig. Anyway,
01:07
once you start introducing ribbons and other deforms, they will use others.
01:11
But all that's for a future tutorial.
01:15
So because Y now has priority, we ideally want the other axis to follow it.
01:20
We need a rotate order with Y at the end
01:24
ZXY should do.
01:29
Now as the joint twists, the others follow. Perfect.
01:34
Ok. Now, to update the other twist joints
01:37
don't change the shoulder or the hip ones though.
01:40
These need to move in all directions.
01:44
Ok. What's next?
01:45
Ah, yes. The head,
01:49
we can revert this back to the default
01:50
of XYZ because the orientation matches the world axis
01:55
and we can do the same with the eyes too.
01:60
What else?
02:04
Let's check the feet.
02:08
We can probably change these rotate orders.
02:13
We ideally want the foot twist to affect the other axes. So let's try ZXY.
02:22
That should work.
02:25
OK. Let's update the other joints too.
02:30
We need to also change the twist too.
02:36
The only other place we could look at would be the cog joint,
02:41
but this moves in all directions.
02:44
So we can probably leave it as it is.
02:47
It's worth spending time experimenting with the rotation
02:50
orders to get the best solution for your rig
02:54
doing.
02:54
This can also help reduce the risk of joints,
02:57
flipping or behaving in an unpredictable way.
02:59
So it's not something you want to skip.
03:04
It's also important to make sure your controls and any offset groups
03:07
also have the same rotate orders as the joints they're controlling.
Video transcript
00:04
Now this is good for most of the joints.
00:06
But there are some which would benefit from a different rotate order.
00:09
Take the elbow, for instance,
00:12
the primary movement for this would be around the X axis.
00:17
So it doesn't need to twist,
00:19
not unless this was a flexible cartoon style rig. Anyway,
00:22
even then X would still be the main rotation.
00:26
So here Yxz
00:28
isn't the best solution,
00:30
we need to swap the order. So X has the highest priority. So the other axis follow it.
00:37
Let's try Yzx.
00:40
That's better.
00:42
Everything follows. Now as the elbow bends,
00:46
let's update the opposite elbow now
00:49
and we can apply the same to the knees.
00:52
Yep, all four of them.
00:54
OK. Those are updated and working better.
00:59
Next, let's look at the twist joints.
01:02
So these will only ever rotate around the Y axis in this rig. Anyway,
01:07
once you start introducing ribbons and other deforms, they will use others.
01:11
But all that's for a future tutorial.
01:15
So because Y now has priority, we ideally want the other axis to follow it.
01:20
We need a rotate order with Y at the end
01:24
ZXY should do.
01:29
Now as the joint twists, the others follow. Perfect.
01:34
Ok. Now, to update the other twist joints
01:37
don't change the shoulder or the hip ones though.
01:40
These need to move in all directions.
01:44
Ok. What's next?
01:45
Ah, yes. The head,
01:49
we can revert this back to the default
01:50
of XYZ because the orientation matches the world axis
01:55
and we can do the same with the eyes too.
01:60
What else?
02:04
Let's check the feet.
02:08
We can probably change these rotate orders.
02:13
We ideally want the foot twist to affect the other axes. So let's try ZXY.
02:22
That should work.
02:25
OK. Let's update the other joints too.
02:30
We need to also change the twist too.
02:36
The only other place we could look at would be the cog joint,
02:41
but this moves in all directions.
02:44
So we can probably leave it as it is.
02:47
It's worth spending time experimenting with the rotation
02:50
orders to get the best solution for your rig
02:54
doing.
02:54
This can also help reduce the risk of joints,
02:57
flipping or behaving in an unpredictable way.
02:59
So it's not something you want to skip.
03:04
It's also important to make sure your controls and any offset groups
03:07
also have the same rotate orders as the joints they're controlling.
Industry:
Role:
How to buy
Privacy | Do not sell or share my personal information | Cookie preferences | Report noncompliance | Terms of use | Legal | © 2025 Autodesk Inc. All rights reserved
Sign in for the best experience
Save your progress
Get access to courses
Receive personalized recommendations
May we collect and use your data?
Learn more about the Third Party Services we use and our Privacy Statement.May we collect and use your data to tailor your experience?
Explore the benefits of a customized experience by managing your privacy settings for this site or visit our Privacy Statement to learn more about your options.