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manual/rigging/posing/editing.rst
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| Pose Tools | Pose Tools | ||||
| In *Pose* mode, bones behave like objects. So the transform actions | In *Pose mode*, bones behave like objects. So the transform actions | ||||
| (grab/rotate/scale, etc.) are very similar to the same ones in *Object* mode | (grab/rotate/scale, etc.) are very similar to the same ones in *Object* mode | ||||
| (all available ones are regrouped in the :menuselection:`Pose --> Transform` sub-menu). However, | (all available ones are regrouped in the :menuselection:`Pose --> Transform` sub-menu). However, | ||||
| there are some important specificities: | there are some important specificities: | ||||
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| Selecting Bones | Selecting Bones | ||||
| =============== | =============== | ||||
| Selection in *Pose* mode is very similar to the one in :doc:`Edit mode </rigging/armatures/bones/selecting>`, | Selection in *Pose mode* is very similar to the one in :doc:`Edit mode </rigging/armatures/bones/selecting>`, | ||||
| with a few specificities: | with a few specificities: | ||||
| - You can only select *whole bones* in *Pose* mode, not roots/tips... | - You can only select *whole bones* in *Pose mode*, not roots/tips... | ||||
| - You can select bones based on their group and/or layer, through the *Select Grouped* pop-up menu (:kbd:`Shift-G`): | - You can select bones based on their group and/or layer, through the *Select Grouped* pop-up menu (:kbd:`Shift-G`): | ||||
| - To select all bones belonging to the same group(s) as the selected ones, | - To select all bones belonging to the same group(s) as the selected ones, | ||||
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| As previously noted, | As previously noted, | ||||
| bones' transformations are performed based on the *rest position* of the armature, | bones' transformations are performed based on the *rest position* of the armature, | ||||
| which is its state as defined in *Edit* mode. This means that in rest position, | which is its state as defined in *Edit mode*. This means that in rest position, | ||||
| in *Pose* mode, each bone has a scale of **1.0**, and null rotation and position | in *Pose mode*, each bone has a scale of **1.0**, and null rotation and position | ||||
| (as you can see it in the *Transform Properties* panel, in the 3D views, | (as you can see it in the *Transform Properties* panel, in the 3D views, | ||||
| :kbd:`N`). | :kbd:`N`). | ||||
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| Moreover, the local space for these actions is the bone's own one | Moreover, the local space for these actions is the bone's own one | ||||
| (visible when you enable the *Axes* option of the *Armature* panel). | (visible when you enable the *Axes* option of the *Armature* panel). | ||||
| This is especially important when using axis locking - for example, | This is especially important when using axis locking - for example, | ||||
| there is no specific "bone roll" tool in *Pose* mode, | there is no specific "bone roll" tool in *Pose mode*, | ||||
| as you can rotate around the bone's main axis just by locking on the local Y axis | as you can rotate around the bone's main axis just by locking on the local Y axis | ||||
| (:kbd:`R-Y-Y`)... This also works with several bones selected; | (:kbd:`R-Y-Y`)... This also works with several bones selected; | ||||
| each one is locked to its own local axis! | each one is locked to its own local axis! | ||||
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| When you pose your armature, | When you pose your armature, | ||||
| you are supposed to have one or more objects skinned on it! And obviously, | you are supposed to have one or more objects skinned on it! And obviously, | ||||
| when you transform a bone in *Pose* mode, | when you transform a bone in *Pose mode*, | ||||
| its related objects or object's shape is moved/deformed accordingly, in real time. | its related objects or object's shape is moved/deformed accordingly, in real time. | ||||
| Unfortunately, if you have a complex rig set-up and/or a heavy skin object, | Unfortunately, if you have a complex rig set-up and/or a heavy skin object, | ||||
| this might produce lag, and make interactive editing very painful. | this might produce lag, and make interactive editing very painful. | ||||
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| *Envelope* visualization, even though it is always available...). | *Envelope* visualization, even though it is always available...). | ||||
| Conversely, you may define the current pose as the new rest position (i.e. | Conversely, you may define the current pose as the new rest position (i.e. | ||||
| "apply" current transformations to the *Edit* mode), | "apply" current transformations to the *Edit mode*), | ||||
| using the :menuselection:`Pose --> Apply Pose as Restpose` menu entry | using the :menuselection:`Pose --> Apply Pose as Restpose` menu entry | ||||
| (or :kbd:`Ctrl-A` and confirm the pop-up dialog). **When you do so, | (or :kbd:`Ctrl-A` and confirm the pop-up dialog). **When you do so, | ||||
| the skinned objects/geometry is also reset to its default, undeformed state**, | the skinned objects/geometry is also reset to its default, undeformed state**, | ||||
| which generally means you'll have to skin it again. | which generally means you'll have to skin it again. | ||||
| Whereas in *Edit* mode, you always see your armature in its rest position, | Whereas in *Edit mode*, you always see your armature in its rest position, | ||||
| in *Object* and *Pose* ones, | in *Object mode* and *Pose mode* | ||||
| you see it by default in its *pose position* (i.e. | you see it by default in its *pose position* (i.e. | ||||
| as it was transformed in the *Pose* mode). | as it was transformed in the *Pose mode*). | ||||
| If you want to see it in the rest position in all modes, | If you want to see it in the rest position in all modes, | ||||
| enable the *Rest Position* button in the *Armature* panel | enable the *Rest Position* button in the *Armature* panel | ||||
| (*Editing* context). | (*Editing* context). | ||||
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| Creates a suitable breakdown pose on the current frame | Creates a suitable breakdown pose on the current frame | ||||
| There are also in *Pose* mode a bunch of armature-specific editing options/tools, | There are also in *Pose mode* a bunch of armature-specific editing options/tools, | ||||
| like :ref:`auto-bones naming <armature-editing-naming_bones>`, | like :ref:`auto-bones naming <armature-editing-naming_bones>`, | ||||
| :ref:`properties switching/enabling/disabling <armature-bone_properties>`, etc., | :ref:`properties switching/enabling/disabling <armature-bone_properties>`, etc., | ||||
| that we already described in the armature editing pages - follow the links above... | that we already described in the armature editing pages - follow the links above... | ||||
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| Effects of Bones Relationships | Effects of Bones Relationships | ||||
| ============================== | ============================== | ||||
| Bones relationships are crucial in *Pose* mode - they have important effects on | Bones relationships are crucial in *Pose mode* - they have important effects on | ||||
| transformations behavior. | transformations behavior. | ||||
| By default, children bones inherit: | By default, children bones inherit: | ||||
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