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Animation uses Y as forward, all of your positions and rotations need to accommodate by Yawing 90 degrees with respect to the component origin. In addition you need to be aware of the difference between component space, world space and the space where you ultimately chose to drive your animation. has been discussed in thread starting from about page 3.
The convenience rigged model is not yet ready for hydra and may be a few more weeks before it is ready, until then read and experiment away!
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I was able to get workign (with some tweaking of a shoulder origin offset and flipping the x/y channels as you have discussed)… but the ORIENT is all off on just the left hand…
I"ve tried doing the orients in BONE space, as that seemed logical but i’ve tried all three. Simply put, my left hand only is rotated YAW -90 and even if i multiply/add to my yaw of the vector variable holding the left hand’s orientation data… it still will not come out in the editor looking right.