I'm trying to understand how to zero out the local rotation of the joints on my characters skeleton whilst preserving their overall joint orientations.
I can do this with the Skeleton node by viewing the parameters of each of the joints setting the local rotation to 0,0,0, but I would like to know how to do this procedurally via vex, vops or something like that.
The joints transform attribute is already orientating the joints the way I want but how can I use this transform attribute to zero out the local rotations for each of the joints in the way that the Skeleton node does?
Thanks