I don't think that's anything that's inherent to a joint, or stored on it -
it's just something that's used temporarily by the jointOrient flag /
command to clean up your skeleton.  But you can have joints at all sorts of
random positions + orientations, and it would still be a valid (though
messy) skeleton.


On Sun, May 25, 2014 at 3:58 PM, flaye <[email protected]> wrote:

> Hi,
>
> Is there a way to query the primary joint axis in a joint chain? I can't
> seem to find anything to return that value.
> Querying the orientJoint flag doesn't work, only editing it.
>
> One way is to figure out which channel has translations on a child joint
> node, but this doesn't seem the correct and elegant solution.
>
> Thanks.
>
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