<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN"> <HTML ><HEAD ><TITLE >Posing</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="HOME" TITLE="Blender Documentation Volume I - User Guide" HREF="book1.html"><LINK REL="UP" TITLE="Your first animation in 30 + 30 minutes" HREF="c1182.html"><LINK REL="PREVIOUS" TITLE="Skinning" HREF="x1851.html"><LINK REL="NEXT" TITLE="Gus walks!" HREF="x2021.html"></HEAD ><BODY CLASS="section" BGCOLOR="#FFFFFF" TEXT="#000000" LINK="#0000FF" VLINK="#840084" ALINK="#0000FF" ><DIV CLASS="NAVHEADER" ><TABLE SUMMARY="Header navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TH COLSPAN="3" ALIGN="center" >Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH ></TR ><TR ><TD WIDTH="10%" ALIGN="left" VALIGN="bottom" ><A HREF="x1851.html" ACCESSKEY="P" ><<< Previous</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" >Your first animation in 30 + 30 minutes</TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="x2021.html" ACCESSKEY="N" >Next >>></A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><DIV CLASS="section" ><H1 CLASS="section" ><A NAME="quickstart_posing" ></A >Posing</H1 ><P > Once you have a rigged and skinned Gus you can start playing with him as if he were a doll, moving his bones and viewing the results. </P ><P > 1. Select the armature only, then select <TT CLASS="literal" >Pose Mode</TT > from the "Mode" Menu (<A HREF="x1925.html#BSG.QIK.F.S68.059" >Figure 59</A >). This option only appears if an armature is selected. </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.059" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick59.png"></P ></DIV ><P ><B >Figure 59. The toggle button to switch to pose mode in the 3D Window toolbar.</B ></P ></DIV ><P > 2. The armature will turn blue. You are in Pose Mode. If you now select a bone it will turn cyan, not pink, and if you move it (<B CLASS="keycap" >GKEY</B >), or rotate it (<B CLASS="keycap" >RKEY</B >), the body will deform! </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.060" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick60.png"></P ></DIV ><P ><B >Figure 60. You are in pose mode now!</B ></P ></DIV ><DIV CLASS="tip" ><P ></P ><TABLE CLASS="tip" WIDTH="100%" BORDER="0" ><TR ><TD WIDTH="25" ALIGN="CENTER" VALIGN="TOP" ><IMG SRC="./stylesheet-images/tip.gif" HSPACE="5" ALT="Tip"></TD ><TH ALIGN="LEFT" VALIGN="CENTER" ><B >Original position</B ></TH ></TR ><TR ><TD > </TD ><TD ALIGN="LEFT" VALIGN="TOP" ><P > Blender remembers the original position of the bones. You can set your armature back by pressing the <TT CLASS="literal" >RestPos</TT > button in the Armature Edit Buttons (<A HREF="x1798.html#BSG.QIK.F.S68.052" >Figure 52 in the Section called <I >Rigging</I ></A >). </P ></TD ></TR ></TABLE ></DIV ><DIV CLASS="tip" ><P ></P ><TABLE CLASS="tip" WIDTH="100%" BORDER="0" ><TR ><TD WIDTH="25" ALIGN="CENTER" VALIGN="TOP" ><IMG SRC="./stylesheet-images/tip.gif" HSPACE="5" ALT="Tip"></TD ><TH ALIGN="LEFT" VALIGN="CENTER" ><B >Forward and Inverse Kinematics</B ></TH ></TR ><TR ><TD > </TD ><TD ALIGN="LEFT" VALIGN="TOP" ><P > While handling bones in pose mode you will notice that they act as rigid, unextensible bodies with spherical joints at the end. You can actually grab only the first bone of a chain and all the other will follow it. All subsequent bones in the chain cannot be grabbed and moved, you can only rotate them, so that the selected bone rotates with respect to the previous bone in the chain while all the subsequent bones of the chain follow its rotation. </P ><P > This procedure, called <I CLASS="emphasis" >Forward Kinematics (FK)</I > is easy to follow, but it makes precise location of the last bone of the chain difficult. We can use another method, <I CLASS="emphasis" >Inverse Kinematics (IK)</I > where you actually define the position of the <I CLASS="emphasis" >last</I > bone in the chain, and all the other assume a position, automatically computed by Blender, to keep the chain without gaps. Hence precise positioning of hands and feet is much easier. </P ></TD ></TR ></TABLE ></DIV ><P > We'll make Gus walk by defining four different poses relative to four different stages of a stride. Blender will do the work of creating a fluid animation. </P ><P > 1. First, verify that you are at frame 1 of the timeline. The frame number appears in a NumButton on the right of the Buttons Window Toolbar (<A HREF="x1925.html#BSG.QIK.F.S68.061" >Figure 61</A >). If it is not set to 1, set it to 1 now. </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.061" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick61.png"></P ></DIV ><P ><B >Figure 61. The current frame Num Button in the Buttons window Toolbar.</B ></P ></DIV ><P > 2. Now, by rotating only one bone at a time (<B CLASS="keycap" >RKEY</B >), we'll raise UpLeg.L and bend LoLeg.L backwards while raising Arm.R a little and lowering Arm.L a little, as shown in <A HREF="x1925.html#BSG.QIK.F.S68.062" >Figure 62</A >. </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.062" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick62.png"></P ></DIV ><P ><B >Figure 62. Our first pose.</B ></P ></DIV ><P > 3. Select all bones with <B CLASS="keycap" >AKEY</B >. With the mouse pointer on the 3D Window, press <B CLASS="keycap" >IKEY </B >. A menu pops up <A HREF="x1925.html#BSG.QIK.F.S68.063" >Figure 63</A >. Select <TT CLASS="literal" >LocRot </TT > from this menu. This will get the position and orientation of all bones and store it in a pose at frame 1. This pose represents Gus in the middle of his stride, while moving his left leg forward and above the ground. </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.063" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick63.png"></P ></DIV ><P ><B >Figure 63. Storing the pose to the frame.</B ></P ></DIV ><P > 4. Now move to frame 11 either by entering the number in the NumButton or by pressing <B CLASS="keycap" >UPARROW</B >. Then move Gus to a different position, like <A HREF="x1925.html#BSG.QIK.F.S68.064" >Figure 64</A >, with his left leg forward and right leg backward, both slightly bent. Gus is walking in place! </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.064" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick64.png"></P ></DIV ><P ><B >Figure 64. Our second pose.</B ></P ></DIV ><P > 5. Select all bones again and press <B CLASS="keycap" >IKEY</B > to store this pose at frame 11. </P ><P > 6. We now need a third pose at frame 21, with the right leg up, because we are in the middle of the other half of the stride. This pose is the mirror of the one we defined at frame 1. Therefore, return to frame 1 and, in the <TT CLASS="literal" >Armature</TT > Menu in the 3D Window header select the <TT CLASS="literal" >Copy Pose</TT > entry. (<A HREF="x1925.html#BSG.QIK.F.S68.065" >Figure 65</A >). You have copied the current pose to the buffer. </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.065" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick65.png"></P ></DIV ><P ><B >Figure 65. Copying the pose to the buffer</B ></P ></DIV ><P > 7. Go to frame 21 and paste the pose with the <TT CLASS="literal" >Paste Flipped Pose</TT > option in the <TT CLASS="literal" >Armature</TT > Menu(<A HREF="x1925.html#BSG.QIK.F.S68.066" >Figure 66</A >). This button will paste the cut pose, exchanging the positions of bones with suffix .L with those of bones with suffix .R, effectively flipping it! </P ><DIV CLASS="figure" ><A NAME="BSG.QIK.F.S68.066" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartI/quick_start/gfx/Quick66.png"></P ></DIV ><P ><B >Figure 66. Pasting the copy as a new, flipped, pose.</B ></P ></DIV ><P > The pose is there but it has not been stored yet! You must press <B CLASS="keycap" >IKEY</B > with all bones selected. </P ><P > 8. Now apply the same procedure to copy the pose at frame 11 to frame 31, also flipping it. </P ><P > 9. To complete the cycle, we need to copy the pose at frame 1 <I CLASS="emphasis" >without</I > flipping to frame 41. Do so by copying it as usual, and by using <TT CLASS="literal" >Paste Pose</TT > entry. End the sequence by storing the pose with <B CLASS="keycap" >IKEY</B >. </P ><DIV CLASS="tip" ><P ></P ><TABLE CLASS="tip" WIDTH="100%" BORDER="0" ><TR ><TD WIDTH="25" ALIGN="CENTER" VALIGN="TOP" ><IMG SRC="./stylesheet-images/tip.gif" HSPACE="5" ALT="Tip"></TD ><TH ALIGN="LEFT" VALIGN="CENTER" ><B >Checking the animation</B ></TH ></TR ><TR ><TD > </TD ><TD ALIGN="LEFT" VALIGN="TOP" ><P > To preview your Animation, set the current frame to 1 and press <B CLASS="keycap" >Alt-A</B > in the 3D window. </P ></TD ></TR ></TABLE ></DIV ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="x1851.html" ACCESSKEY="P" ><<< Previous</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="book1.html" ACCESSKEY="H" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="x2021.html" ACCESSKEY="N" >Next >>></A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >Skinning</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="c1182.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >Gus walks!</TD ></TR ></TABLE ></DIV ></BODY ></HTML >