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I'm currently having to rotate the bone rolls of my armature like this.

I have to rotate it the same way for all the arm bones, all the leg bones, etc.

In 3DSMax, you can select local rotation and rotate multiple bones at once, however, in Blender, this happens.

Does anyone know of a way to rotate these bones so I can switch their axis?

Thanks!

Marcel Doe
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5 Answers5

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Pivot point: individual origins - it's the icon beside the shading selector and the 3d manipulator icon. Select individual Origins.

Marcel Doe
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Ctrl + R with all bones you want rotate selected.

Duarte Farrajota Ramos
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Konossam
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    Hi, thanks for the post. This site is not a regular forum, answers should be substantial and thoroughly explain the solution and required workflow. One liners and short tips rarely make for a good answer. If you can [edit] your post and provide some more details about the procedure and why it works feel free to restore it, otherwise it may be deleted or converted into a comment. Perhaps add a few images illustrating the workflow and final results. See How do I write a good answer? – Duarte Farrajota Ramos Apr 18 '21 at 20:01
  • Thanks, that did the trick. Was used to Maya where selecting multiple bones (or control points) and rotating would rotate them all via individual origins. Press . (period key) to select Individual Origins. Tehn, you can also press R, R to rotate them freely (trackball style), which may be useful for new users to know. – Henrik May 28 '23 at 19:59
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Your link is now dead for me, but it sounds like you want to adjust the rest-pose roll of your bones.

The best way to do this for multiple bones at once is to use the recalculate roll operation (ctrl n in edit mode for me), which can work on any number of bones at once. You'll see a number of options to set these to attempt to align to global axes, or to tangent axes (which requires that the bones have children.) There's also the option to point the Z axis of the bones at the cursor.

Another way to adjust roll is in pose mode. You can rotate a bone in pose mode, then ctrl-a (apply) -> apply selected as rest pose to adjust the roll of a bone. Unfortunately, even individual origins uses a median axis for the bones, so this isn't necessarily a great way to adjust the bone rolls of multiple bones at once.

Nathan
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Well i had the same problem. Select bones in pose mode and change transformations from translate to rotate. Obviously there is skewed logic behind, as you cant translate bones in pose mode, only rotate them based on their pivot.

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You can check the origin.I don't know you setup.You can also make the rotation to one, and paste it to all the others.