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
>
>

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