diff --git a/src/io_scene_vrm/editor/make_armature.py b/src/io_scene_vrm/editor/make_armature.py index 17e0e5793..22d5e616e 100644 --- a/src/io_scene_vrm/editor/make_armature.py +++ b/src/io_scene_vrm/editor/make_armature.py @@ -217,10 +217,10 @@ def x_mirror_bones_add( right_roll = 0 left_roll = 0 if bone_type == "arm": - right_roll = 180 + right_roll = 0 elif bone_type == "leg": - right_roll = 90 - left_roll = 90 + right_roll = 0 + left_roll = 0 left_bone = bone_add( base_name + ".L", right_head_pos, @@ -288,22 +288,20 @@ def z_add(pos_a: Vector, add_z: float) -> Vector: Vector((0, 0, body_separate)), Vector((0, 0, hips_tall)), root, - roll=90, + roll=0, ) # 骨盤基部->胸郭基部 - spine = bone_add( - "spine", hips.tail, z_add(hips.tail, spine_len), hips, roll=-90 - ) + spine = bone_add("spine", hips.tail, z_add(hips.tail, spine_len), hips, roll=0) # 胸郭基部->首元 chest = bone_add( - "chest", spine.tail, z_add(hips.tail, backbone_len), spine, roll=-90 + "chest", spine.tail, z_add(hips.tail, backbone_len), spine, roll=0 ) neck = bone_add( "neck", Vector((0, 0, self.tall - head_size - neck_len / 2)), Vector((0, 0, self.tall - head_size + neck_len / 2)), chest, - roll=-90, + roll=0, ) # 首の1/2は顎の後ろに隠れてる head = bone_add( @@ -311,7 +309,7 @@ def z_add(pos_a: Vector, add_z: float) -> Vector: Vector((0, 0, self.tall - head_size + neck_len / 2)), Vector((0, 0, self.tall)), neck, - roll=-90, + roll=0, ) # 目 @@ -498,7 +496,7 @@ def fingers( thumbs[j][n].transform(mats[n].inverted(), scale=False, roll=False) thumbs[j][n].transform(Matrix.Rotation(radians(angle), 4, "Z")) thumbs[j][n].transform(mats[n], scale=False, roll=False) - thumbs[j][n].roll = [0, radians(180)][n] + thumbs[j][n].roll = 0 index_fingers = fingers( "index",