For those of you who don’t know, Motor6D allow you to rotate and position objects relative to other objects while allowing them to be animatable.
There is a Motor6D in R6 rigs called RootJoint, For those of you who are animators, this is the torso motor that rotates the whole character.
So what’s the problem?
If you look at the Orientation of the C0, It’s rotated by -90 on the X and 180 on the Y, this Orientation is the default, meaning that it’s like this out of the box.
So what?
Motor6D’s are supposed to have 0, 0, 0 on Rotation by default, Why? because they’re relative, and if you check the R15 rig, they’re exactly that way.
Yea, yea, what’s the big deal if they’re 0’s or not?
Well, this is what it means
This my friend, is the default R6 rotation, It’s looking backwards and downwards, and instead of rotating the rig the right way then adding the Motor6D like a sensible human, like what they did with R15, insetad, THEY ROTATED THE RIG TO FACE THE CORRECT DIRECTION BY ROTATING THE MOTOR???
That’s why when you try to rotate the Rig to look up and down for when you want to implement custom aim movement for example, It doesn’t work, beacause you assumed it has 0, 0, 0 rotation like the R15 rig.
This is the equivalent of a person wearing their right sock, then right shoes, then left sock then left shoes.
No, this is even worse.
And now you have thousands of animations made for an R6 rig that’s built the wrong way, also there are countless posts about for people trying to rotate the Motor for custom behvaior and failing, not knowing what’s going on.