View Operations
migration
When you select a bone or joint, the manipulator for movement is displayed.
You can drag it to move the bone. You can also drag the bone directly to move it.
Moving red manipulator
However, you can only move bones of the root or bones whose parent is a floating bone. If you create all with fixed bones, only the root bones will be moved.
revolution
When you select a bone or joint, the FK rotation manipulator and the IK movement manipulator are displayed.
You can drag the rotation manipulator to rotate it in the specified direction. You can also rotate the bone by dragging it directly.
Rotating with a green manipulator
Next, try dragging the move manipulator.
All parent bones up to the floating bone rotated to match the position of the manipulator. Now try dragging the joint at the end of your hand directly.
Like a manipulator, it rotates in conjunction with the parent bone according to the dragged position.
If you allow right-click menus, you will see a menu like the one below.
Initialize the pose of the selected bone
Returns the rotation and movement parameters of the selected bone to their initial state.
Generic copy
Temporarily remembers the "move", "rotate", and "enlarge" of the selected single bone. This data can be pasted into other bones.
General-purpose paste
You can copy the parameters of "Move", "Rotate", and "Enlarge" copied in "Generic copy of selected bone" to the selected bone. It can also be pasted into other animations.
Persistent copy
Temporarily remembers the "movement", "rotation", and "enlargement" of the selected bone. However, this copy can only be pasted to the same bone. For example, if you copy the posture of a bone named "foot", you can only paste it into the bone of "foot". A persistent copy can copy more than one bone at a time.
Fixed paste
Paste the pose copied in "Fixed copy of selected bone". The conditions are the same as above. It can also be pasted into other animations.
Attitude reversal
If the selected bone has a mirror bone, the bone's posture is reversed. If multiple specular bones are set, a dialog similar to the one below will be displayed and you can select the face to flip.
Postural symmetry
If the selected bones have specular bones, the posture is set with those bones and the selected bones inverted on each side.
Overall attitude reversal
Inverts the posture of the bones that have symmetrical bones. The priority of the invert is higher in the bone configuration.
Overall postural symmetry
Make the bones with symmetrical bones have the same posture. Symmetric priority takes precedence higher in the bone configuration.
Initialize posture for all bones
Returns all bone rotation and movement parameters to their initial values.