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While this problem could be avoided by moving each chain individually or might be overlooked because the legs are never moved together another problem would arise when it came to editing the timing of the piece. In the graph editor it would be hard to discern the true movement of the bones. The legs of the character might be moving the same way in the view port but in the graph editor the animation curves for both legs would actually be opposite. This could cause confusion for the animator as they might not have realised that the bones rotations are actually the inversed. From their perspective in the graph editor the animation curve is telling them that one leg is rotating in the opposite direction to the other. Even if they had realised that this was just because the bones were orientated differently it still makes if difficult to retime the animation using the curves as they couldn’t be modified at the same time. Each curve would need to be modified separately basically meaning twice the amount of time and effort and this would not be good for the production in general as it would delay it just because of this small oversight in the rig. Fig (1.3) View of the local rotation axis