Need tips on blender bone rotation.
At first glance rotations seems easy but that's subjective to view-port camera angle.Example-same bone different viewing angles.(same case with local rotations)
secondly, trackball behaves very weirdly or can say in very un-intuitive way so can't use it to place my bone to desired location.
I thought if its possible to have a sphere around the pivot point of radius equals to bone length(I call it Rotation sphere)
Rotation sphere surface contains all the points which that bone can possible reach.
and i will select a point on Rotation sphere and the tail of the bone will snap to it.
That's just my idea.
if you guys have any tips for rotation please share as I am frustrated by it. It waste too much time of mine to place bones at right rotations (I also use limit rotation,IK and track to constraint but they are not possible in every situation )