The second axis of a joint is what you need to pay attention to, on all joints. So, if your axis order is XYZ then the Y axis is going to be the one that you want to be doing the least rotation on.
In Max, you can change a joints axis order via motion tab > PRS Parameters: Rotation > Euler parameters: Axis order
In Maya, you can either change the rotation order via the Attribute Editor, or rotate the pivot directly so the Y axis (assuming XYZ order) is oriented to be the least used; With joint selected in rotation mode, set axis orientation to component and enable pivot mode (in Tool Settings), then rotate it however you want (in 90 degree increments).
Of course, this is assuming you're using Euler rotation. If you're using Quaternion then gimbal lock is a non-issue, but you'll lose the ability to work with animation curves if you go that route.
PolyHertz - When you say enable pivot mode do you mean the rotate pivot and set it to another mode, or Discrete rotate ? Sorry, where does one set the axis orientation to component, you mentioned the tool settings, but where in particular ? Why not change the mode from local to gimbal ? You can change the rotation order in Maya ?
Yes you can change the rotation order in Maya (via Attribute Editor) if you want to do it that way. By pivot mode I mean press the 'Insert' key. Rotate as in the 'E' key. In tool settings > rotate settings > 'axis orientation' should be the very first thing listed. Gimbal rotation is good for testing if an axis will be causing you issues, but I don't find it really important past that during the rigging process itself.
Sorry if this isn't specific enough, I only use Max these days and am going off what I remember doing in Maya years ago to get around this issue.
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In Max, you can change a joints axis order via motion tab > PRS Parameters: Rotation > Euler parameters: Axis order
In Maya, you can either change the rotation order via the Attribute Editor, or rotate the pivot directly so the Y axis (assuming XYZ order) is oriented to be the least used; With joint selected in rotation mode, set axis orientation to component and enable pivot mode (in Tool Settings), then rotate it however you want (in 90 degree increments).
This video explains the basics of gimbal lock:
https://www.youtube.com/watch?v=zc8b2Jo7mno
Of course, this is assuming you're using Euler rotation. If you're using Quaternion then gimbal lock is a non-issue, but you'll lose the ability to work with animation curves if you go that route.
If it rotates up to 90° at any point in the Y or Z axis when using a Euler controller, so make good use of your X axis.
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By pivot mode I mean press the 'Insert' key. Rotate as in the 'E' key. In tool settings > rotate settings > 'axis orientation' should be the very first thing listed. Gimbal rotation is good for testing if an axis will be causing you issues, but I don't find it really important past that during the rigging process itself.
Sorry if this isn't specific enough, I only use Max these days and am going off what I remember doing in Maya years ago to get around this issue.