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Armature Posing Options

Mode: Edit Mode (Armature)

Panel: Editing Context → Armature

Description

Contrary to EditMode, Pose mode isn't a obligatory mode where you can't do anything else. You can be in posemode and still select another object. When you are done building your armature, you can go into PoseMode to add constraints and start creating actions.

Options

PoseMode panel
Automatic IK
Use this feature in the Editbutton (F9) to pose a chain of bones like it was an IK chain. The usefulness is very limited though. It works well only if there is no other IK solver in the chain, and if your chain is isolated from the rest of the rig.
Ghost
In the Armature panel the Ghost option let you see the action linked to the armature over time. Also called onion skinning.(Ghost)
In / Out
There is two number field to better tweak the effect of B-Bones. The In:/Out: is used to tell the scale of the virtual handle of the bezier curve. In: is the root of the bone and Out: is the tip. The bigger the value, the bigger the effect of rotation. (B-Bones In/Out)
Ghost
B-Bones In/Out

Armature Posing Tools

Mode: Edit Mode (Armature)

Panel: Editing Context → Armature

Description

  • You can pose your rig using G, S and R. Note that if the bone is part of a chain it can't be moved (except if it's the first of the chain, moving all the chain as they are all children), so you rotate the bone instead.
  • You can do AltS on one or more bones while in Envelope display mode to tweak the envelope size in real time while animating. Usefull when for example you move the hand and some part of the character isn't in the influence zone; the result will be that some vertices will stay behind.
  • You can do CtrlC to copy stuff from one bone to a group of bones. The options are location, rotation, scale and constraint. Constraint is very handy when you want to copy a constraint to other bone. The way it work is easy.
  • The W menu get some neat options too:
    • Select constraint target: Will select the target of the bone's constraint currently selected.
    • Flip name: Yep you can flip name in PoseMode too.
    • Calculate path/Clear path: This is a visual way to see the action linked to your armature. You can select just some bones and ask Blender to show you the path of the bone.
  • You can pose your character and select all bone you want to see included in the action and press I. You can insert a key just for loc, rot or size. Avail will add a key to all availables channels in IPO window (all channel you previously added something).
  • When you insert a key for your armature, a new action is created and linked to the armature if there was no action before. You can also see the curves of each selected bone of the armature in the IPO window.
  • You can parent a bone to an external object by selecting this object then selecting the bone in question so it's active (The armature is in PoseMode so you can select a bone). Do CtrlP. Then when you move the bone the object will follow. This kind of Hard relationship doesn't allow multiple bone influence like a vertice. It's usefull when doing robot rigs as you are just moving objects around.