xyz axis rotation, Z into bone, X sideways, Y out back...any problems?
Normally, when orienting joints, the X axis points into the bone. However, since the axes of control objects always flip to World upon being zero'd out, is there a reason I wouldn't want to orient my local joint axes similarly -- ie, with z pointing into joint, x pointing out sideways and y pointing out the back (depth). Oh, also, I am working Z up since this is prefered by our programmers and game engine and that is why I am having Z pointing into bone instead of Y. Any thoughts? I just want to make sure I am not doing something that would cause unforeseen problems down the road.
Thanks!