How come this relates in Houdini's pipeline?.
PULLDOWNIT MAYA TRANSFORMS FLIPPING UPDATE
Since I'm new to Houdini, I would like to compare with Maya, the rig file would be referenced from the “reference editor” and if any rig updation happens animator gets update through that reference editor in Maya. By “Allow Editing of Contents” animators can edit the rig. Here one more I would like to ask you again, because of this rest angle is getting updated? Then changing the orientation of joints like in Maya, Is there any option in Houdini? I've seen at the last, once the Houdini Digital Asset gets update, then the file sends to animator. In versions of Houdini prior to 17.5 the offset would be sent to the pretransform of the child node - leaving the local transform alone, however in 17.5 the offset is applied to the local transform - unless there are keys/channels on those transforms. Goldfarb from another reply: there was a change in the behaviour of nulls/bones when ‘Keep Position When Parenting" is ON and there are no keys/channels present.
![pulldownit maya transforms flipping pulldownit maya transforms flipping](https://i.pinimg.com/originals/fd/c5/2c/fdc52c822eda27a2237c2b61bc2d1b18.gif)
I think that in Houdini 17 which I am practicing facing this issue. Because of this the rest angle got updated it seems. Otherwise, your arm joint chain may not be completely planar, and possibly the joints not being oriented correctly may be comtributing to this. While disconnecting the hierarchy of Arm 01 & Arm 02, there is no updation on the local transform but here where I am using the Houdini 17.5.425, after disconnecting the Arm01 & Arm02 the local transform getting updated, then I'd cleaned the transform, and rotated the bones to forward then again I'd cleaned the transform, then connected it to their hierarchies, again values got updated to the local transform, so again I'd cleaned the transform. If it is just a gimbal lock issue you can always try changing the rotate order on the joint in the attribute editor to help alleviate it. Here I would like to discuss with you that I'm practicing the rig as per the “Rigging with Houdini 16” tutorial. I'd deleted all the respective constraints & IK twist effector and updated as you have guided, Now it works like charm. Goldfarb by flipped do you mean twist? L_LwrArm_bone has 180 in it's Rest Angle Z field make that 0 and the twist will not happen.