In a character rig I'm currently making, I need to do some calculations with some rotations of specific joints. In one of my python tags I was printing the pitching of the thigh joint into the console, but I got a very strange value (3.82°) while the coördinate manager says it's still at 0°, no matter if I view it in absolute, relative or world mode. Also, as soon as the thigh joint gets rotated (due to the hip joint moving downwards, or the foot controller moving upwards), the value changes from this weird angle, to the correct one. So it is working, as long as my thigh joint isn't at 0°, which it is at the start of my setup. Needless to say that I want it to work when it is 0° as well.
I have reverted to the saved project, and added my code again, and got the same problem. I then tried it out on a previous version of my rig, and I had the same problem, only now with a different value: 2.97°.
After that I did some more testing, and it seems that quite a lot of my joints give those strange values, when they should be at zero. And other joints just act normal.
Attached are 2 screenshots, showing the python output, the selected thigh joint (in the viewport and object manager) and the relevant python code (also selected, on the ankle joint object) all in one.
I have also attached 2 files of my rig, so you can see it for yourself.
Moving the hip joint down, or the foot controller up, will update the angle of the thigh joint, and of course the output in the console.
If you have any further questions, be sure to ask me!
Thanks in advance for your help and time!
With kind regards,