3ds max Hierarchies Linking objects And we need to optimize that so that we can control the rotations for a particular joint. You need to kind of experiment with the rotation order to find out which one is best for a particular situation. I’ll undo that rotation. And to change the rotation order for a selected object, go into the motion panel and in the PRS parameters choose rotation and then you can set the axis order here. Like I said, you need to experiment with this. And I’ve done so already and established the appropriate axis order in this case. Basically I want to make sure that it behaves like a natural shoulder.
And the best rotation order for that is actually z, x, y in this case. And it did cause the object to rotate a little bit but I can fix that really easily. I’ll just turn on angle snaps and then rotate that over a little bit in y until it lines up again. All right, I can turn angle snaps of and demonstrate that the rotation order is now optimized. So if rotate in x, then the z-axis follows. Well the z-axis is not very important in a shoulder. And in fact we have very little degree of freedom in the z-axis in a human shoulder. We can twist a should in this axis a little bit, but not very much and that’s why it should be the least important of the axes. I’ll undo that with Control + z. And then if we rotate around y, we’ll see that the x-axis follows, which is basically what I want, because I want to be able to swing that x-axis forward. Okay, so I’ll undo those rotations. And of course I would need to repeat that process for the other rotating objects. Figure out what their optimal axis order is, before building any links. That’s how to use Gimbal rotation mode and set the axis order for the optimal priority of rotations.