The Pose tool
rotates, translates, or scales the regions of a model associated with
a joint. Any region that displays weight color when the joint is
selected will be affected. The saturation of the green color weighted
region indicates how much it is affected by joint. You can modify
the region of influence for a joint using the Joint
Weights tool (see
Adjust a joint's region of influence).
- Using the camera navigation tools, adjust
the view of the model so the component you want to pose or deform
initially appears planar to the pivot translations you plan to make.
The pose transformations use the camera view as a plane of reference.
NoteYou can use the Pose tool
from any camera angle within the 3D View. Keep
in mind that by default deformations occur either planar or perpendicular
to the view in relation to the joint. You can set the 3D
View to an orthographic camera view (front, side, top,
and so on) when posing if you prefer. Joints remain visible regardless
of the camera view while any of the pose tools are selected.
- In the Pose Tools tray,
select the Pose tool.
- If the model has multiple joints, click
to select the joint you want to pose.
- Click-drag on the model component or
the joint, keeping in mind that the stylus/mouse button controls
the deformation that occurs in relation to the joint as follows:
To:
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Action/Results
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Rotate the model components
associated with a joint
|
Click-drag the weighted
region to rotate the component about a rotational axis that is normal
to the current camera view.
Click-drag left and right on the joint to rotate
the component about a rotational axis that runs vertically through
the joint and is planar to the current camera view.
Click-drag up and down on the joint to rotate
the model component about an axis that runs horizontally through
the joint and planar to the current camera view.
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Move the model components
associated with a joint
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Middle-drag the weighted
region to move the model component in a direction that is planar
to the camera view.
|
Scale the model components
associated with a joint
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Middle-drag the joint
to scale the model component relative to the joint. The component
is scaled non-uniformly depending on the direction you drag.
To scale the model component uniformly, press
Shift and middle-drag.
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To transform model components
not within the weighted region selection.
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Press Ctrl and click-drag
with any button to perform any of the above transformation operations
on un-highlighted components of the model after the joint is selected.
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- To immediately undo a deformation, select Edit
> Undo (Hotkey: Ctrl + Z)
NoteIf a component doesn’t
deform as you expect, adjust the joint’s region of influence using
the Weights tool, adjust the pivot
location, or touch up the model using the sculpt tools as required.
When you use the Weights tool immediately after
a joint transformation, the vertex positions update based on the weight
changes. This makes it easy to assign the correct weights if you
don’t get the expected deformation.
Pose multiple objects
You can pose multiple
objects at the same time using the Pose tool.
To do this, you must ensure the multiple objects are associated
with the same joint by painting weight color on them.
For example, if you want
to pose a sphere held in a character’s hand, and ensure the sphere
is transformed along with the arm as part of the pose, you must
ensure the sphere has weighting color applied to it similar to the
arm.
- Create a joint for the item to be posed.
For the above example, create a joint for the
elbow. The lower arm and hand will have full weighting applied to
them.
- With the joint still selected, select
the Weights tool and apply weight
color to the sphere, ensuring the color covers all vertices on it.
This will ensure no stray vertices remain behind when the arm is
posed.
- Select the Pose tool
and click the arm joint to pose it.
The weighting color appears
on the arm and the sphere.
- After adjusting the camera to the desired
position, click on the joint, or weighted component (in this example,
the lower arm, hand, or sphere) to pose the items in unison.
The sphere moves in combination
with the other components as the arm is posed.
Committed and uncommitted
poses
When you first pose a
component, the pose state is referred to as uncommitted. This means
you can continue to adjust the pose, or switch to the Weights tool
to adjust the weighting, and the model still updates to reflect
those changes.
When you select the Create
Joint tool, or any sculpt or paint tool, Mudbox assumes
you are finished with the pose, and the pose state is referred to
as committed. At this point, further updates using the Weights tool
will not be updated in real time until you select the Pose tool
and joint again.