Bone rotation ignored in animator
(the box itself was never rotated, only the bone was)
https://user-images.githubusercontent.com/56946846/219335989-9e89dddc-9eb1-4745-a169-e3e49dfae5b8.mp4
Model format in which the issue occurs
Generic Model
Blockbench variant
Program
Operating System
Windows 10
It just looks like you're hitting Ctrl+Z before clicking Animate, to go to the Animate tab. Notice how the bind rotation of the bone goes back to [0, 45, 0] right before?
Did Blockbench do it automatically somehow? It would be a first afaik, I just tested the same thing as you did in the video and the bone did not reset.
It just looks like you're hitting Ctrl+Z before clicking Animate, to go to the Animate tab. Notice how the bind rotation of the bone goes back to [0, 45, 0] right before?
Did Blockbench do it automatically somehow? It would be a first afaik, I just tested the same thing as you did in the video and it the bone did not reset.
No, that's not what I was trying to demonstrate... Notice how the rotation in the normal view rotates normally on 1 axis but in the animator it treats it as if the bone is 0 0 0 instead of 0 45 0. Rotating the bone on the same axis in animate does not look the same as rotating the bone in the regular editor. That's the problem I was trying to point out.
Oh, I see what you mean now.
So, two things: bones do not retain their bind pose rotation (the rotation they have in Edit mode) in animate mode. that's normal, they start from 0 0 0 to be simpler.
The other thing is that there are 3 rotation spaces: World, Bone, and Local. They all let you rotate bones differently. In your video, you were in Local mode (see the top tool bar). Because you already had rotation on one axis (0 45 0), when you rotated on the Z axis, it modified all 3 axis to keep the alignement you asked for. If you used Bone space, it would have modified only the Z axis.
Oh, I see what you mean now.
So, two things: bones do not retain their bind pose rotation (the rotation they have in Edit mode) in animate mode. that's normal, they start from 0 0 0 to be simpler.
The other thing is that there are 3 rotation spaces: World, Bone, and Local. They all let you rotate bones differently. In your video, you were in Local mode (see the top tool bar). Because you already had rotation on one axis (0 45 0), when you rotated on the Z axis, it modified all 3 axis to keep the alignement you asked for. If you used Bone space, it would have modified only the Z axis.
But that's the problem? Using Local/Bone/World seems to make no difference in the animator, only in the editor. This was also not a problem previously...
Local and Bone rotation space do not make a difference in the animator when you have no rotation change yet on the bone. It will once you have changed two axis at least.
Bone space is adding to one axis at a time, because it does so depending on the parent bone rotation alignement.
Local space will add to the bone depending on its own current rotation: when you click and drag the gizmo, the bone will keep up with the initial angle you rotated from, unlike Bone space.
I say that but maybe you're onto something for the first axis, when the bone hasn't been rotated yet in animate mode. Jannis can probably confirm if that's the correct behavior, it's been like that for so long I don't see an issue with it myself, I'm too used to it.
I tried to point out the potential issue in a longer video:
the gizmo does seem like it would rotate the bone on the plane it's already in, but it does not (starting at 0 0 0, in animate mode). Once I have rotated it on all three axis (and matched it up with the blue plane), the rotation on this plane is now possible.
https://user-images.githubusercontent.com/81629481/224993180-22c93b5c-a023-4245-b0c1-b5264a37c6d9.mp4