Checking and editing the local joint orientations of the joints
We've completed our robot skeleton, just like we did for our Alien Plant in Chapter 11, Alien Plant Joint Setup in Blender. However, there's a difference between our Alien Plant and our robot. Later in this book, we will use an inverse kinematics (IK) animation controller on our robot arms. Don't worry about what exactly an IK controller is at this point. We will get to that later, in Chapter 15, Creating a Control Rig with Basic IK Controls for the Robot in UE5. All you need to know for now is that our Bone Orientations and Local axes need to be set in a certain way for our robot arm to animate correctly with an IK controller.
In general, it's good to have clean and sensible bone orientations, so this is very important to be aware of and understand. Next, we will find out what they are.
What is the local orientation of a bone?
To see the local orientation of a bone visually, we do not have...