Definitive Solution for Foot Bone Orientation Issues in Maya

Published on January 08, 2026 | Translated from Spanish
Visual comparison in Maya showing a foot joint with incorrect orientation vs corrected, highlighting the local axes

When Your Bone in Maya Decides to Breakdance Instead of Walking πŸ•ΊπŸ‘£

Discovering that your foot joint rotates on the wrong axis is like finding out your dog has learned to walk on its front paws: surprising, but completely useless for what you need. Here's how to get it back to normal without losing your sanity.

"A poorly oriented joint is like a broken GPS: it takes you everywhere except where you need to go" β€” Rigger who lost a week of work.

Step by Step to Correct the Orientation

  1. Problem Diagnosis:
    • Select the problematic joint
    • Activate "Display > Transform Display > Local Rotation Axes"
    • Compare with the equivalent joint on the other foot
  2. Professional Correction:
    • Go to Skeleton > Orient Joint
    • First try "Orient to World"
    • If it fails, use "Orient Joint Options" for manual adjustment
    • Ensure the main rotation axis (usually Y or Z) points correctly

Advanced Tricks for Stubborn Cases

What NOT to Do

Common mistakes that make the problem worse:

Final Verification

After correcting:

With these steps, your joint will stop behaving like a rebellious teenager and become an obedient bone again. As the experts say: "The difference between a good rig and a bad rig is in the degrees of rotation... and in the artist's patience". 🦴✨

P.S.: If after all this your character still walks like a drunk duck, check if you haven't accidentally swapped the X and Z axes. It's always the X and Z axes.