I have an IK/FK human arm setup- (weigthed point and orientation constraint setup) I added an attribute called "palmOnThigh" that switched between XYZ and XZY. The name "palmOnThigh" means the rotation order (XYZ) works better for that arm postion without gimbal locking. It allows me to animate a run cycle with the arm along the side swinging back and forth. The other rotation order (XZY) I used for arm raised movement like a punching movement where the elbow needs to raise higher than the shoulder. So that was my fix. My question is how could I weight or key the different rotation orders so I can go from a run to a punch. Currently I can only do upper cuts without gimbal lock. Oh yeah one more thing. Since I am also using a humerous joint for X rotation, my rotation orders must start with X or else the skinned arm (w/ humerous and ulna joints) will not match the control and FK arm. Any ideas?