It's super useful! There are plenty of times on rigging where you need to keep position fcurves orthogonal to the world/origin (in a way that forward or up is defined by an unique fcurve) while the neutral/bind pose is non-orthogonal (typically IK limbs... but the concept is applicable to everything).
Regards, Cesar You do have a "Rotate axis" in the Attribute Editor that can be used with a > negative rotation value to make it something like a Neutral Pose only for > rotation, so you have a different orientation only for rotation. I'm not > sure how useful is this, I prefer not to mess with Rotate Axis. > > Martin > >

