The Pose tool
rotates, translates, or scales the regions of a model associated
with a joint. Any region that displays an associated joint weight
color whenever the joint is selected will be affected to some extent
based on the saturation of the color in the region associated with
the joint. The region of influence for a joint can be modified by
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.
- Click-drag on the model component keeping
in mind that the stylus/mouse button controls the deformation that
occurs in relation to the joint as follows:
To:
|
Stylus/Mouse |
Action/Results
|
Rotate the model components associated
with a joint
|
Left button
|
Click-drag the stylus/mouse
on any region shaded with the weights color using the left button
to rotate the model component about a rotational axis that is normal
to the current camera view.
Click-drag the stylus/mouse
on the joint using the left button. Dragging left and right rotates
the component about a rotational axis that runs vertically through
the joint and is planar to the current camera view.
Click-drag the stylus/mouse
on the joint while pressing the left button. Dragging in a forward/backward
motion rotates the model component about an axis that runs horizontally
through the joint and planar to the current camera view.
|
Move the model components associated
with a joint
|
Middle button
|
Click-drag the stylus/mouse
on any region shaded with the weights color using the middle button
to move the model component in a direction that is planar to the
camera view.
|
Scale the model components associated
with a joint
|
Middle button
|
Click-drag the stylus/mouse
on the joint using the middle button to scale the model component
relative to the joint. The model component is scaled non-uniformly depending
on the direction you drag.
To scale the model component uniformly,
hold down the Shift key.
|
To transform model components
not within the weighted region selection.
|
Ctrl
|
Hold down the Ctrl key
before click-dragging with any button to perform any of the above
transformation operations on unhighlighted components of the model
after the joint is selected.
|
- To immediately undo a deformation, select Edit
> Undo (Hotkey: Ctrl + Z)
NoteIf a component doesn’t
deform as you expect, you can adjust the joints region of influence
using the Weights tool, adjust the pivot
location, or touch up the model using the sculpt tools as required.
When the Weights tool is used immediately after
a joint transformation the vertex positions will update their positions
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 wanted to pose a sphere being held by a hand on the end of
an arm, and ensure the sphere model gets 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 so it moves with other components
when the arm is posed:
- Create a joint for the item that will
be posed. In 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 should
appear on the arm as well as the sphere you applied weights color.
- 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 vs. uncommitted
poses
When you first create
a joint and subsequently pose a component the pose remains in a
state that 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 will still update to reflect those changes.
Selecting the Create
Joint tool, or any sculpt or paint tool assumes you are finished
with the pose tool and this operation commits the pose. That is,
further updates using the weights tool will not be updated in real time
until the Pose tool and joint are selected again, setting the model
in an uncommitted pose state once again.