Using the Pose Library

I’ve finally gotten my character’s armature working properly and now I’m playing around with the pose library, creating walk cycles, etc. I created a bunch of poses, but when I use them they place my character back on the xyz axis that the pose was created at.

Is there a way to save poses so that they can be used at any xyz axis I want? The copy/paste feature in the Pose menu won’t work.

The reason it’s moving is because of the root bone. The pose library will apply the pose to all currently selected bones. Only select the bones that you want the pose to change. Also useful for mixing poses. For example, if you have a pose that has a clenched fist, you can apply that fist to another pose (the one at your current frame) by only selecting the finger and hand bones.

Good luck!

So if I leave the root bone unselected when I save the poses, it should be okay? That makes sense. I already knew I could save partial poses, like you describe.

…I just tried it. If I select a pose from my library and then deselect the root bone before I copy it to a new location (Ctrl-C/Ctrl-V), it doesn’t work. It just goes back to the center of the grid.

Copy paste? What? The bone selection doesn’t matter when you save the pose, all bones get saved automatically. Selection matters when you want to apply the pose, if you leave the root bone unselected and press Apply specified Pose Library pose to the rig the root bone won’t move.

It will always copy all the bones positions to the library when you create a pose. Don’t select the root when you apply the pose using the magnifying glass icon.

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What Cyaoeu & DanPro says is true, to a point. When creating a pose library, all bones are saved in the pose library, and when you apply a pose, it only applied to the selected bones. Thing is, it’s not only the root bone you don’t want to be applying the pose to, it’s the hip bone as well. A normal biped rig usually has a root bone and it also has a hip bone, which is really the bone that’s in control of the rig’s position. Generally, when I’m animating, I don’t ever mess with the root bone. I move a character by moving it’s hips, arms, & leg controllers.

Since you’re moving a character forward, not standing still walking, you wouldn’t want to insert poses for the root bone and the hip bone. You may not want poses for the feet & hand controllers but this would depend on what their parent is.

Also, when you create a pose library, blender actually creates an action, with every frame being a pose with key frames for that pose. So you can edit it, and delete channels you don’t want, Don’t want keys for the hips & root bone to be part of your pose library? Go into the action editor and edit the poselib action (think that’s the name of the action) and delete the keys for those bones. Now the pasted pose won’t have keys set for those bones.

I have pose libraries that may only have keys for 8-10 bones, not the entire character. It’s for phonemes and it’s only the mouth, lips, and tongue bones for doing lip-sync work.

Randy

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