The Posing Panel
The Posing panel contains a set of operators needed for posing your character for various purposes. The panel contains 4 sections:
- Position Control
- Bind Pose enable
- Bone Constraints
- Rig Modify Tools
This is the same operator that you also can find in the Bone Data Properties Window (Right side of your Blender Screen). We added it here because it is a nice shortcut for quick tests of your Rig.
Use Bind Pose
Lets say your favorite Rigging position is the A pose (see image). But you also know that the SL Rig is a T Posed rig (with arms pointing straight to the sides). So in previous releases we always needed to manually force the A-posed Character into a T-Pose rig ( for example by using the Alter to Restpose Option)
Avastar-2 no longer forces you to work in T Pose. Instead of that you can now work in any Restpose. And we have added a few options for how you can prepare your rig to use bind pose. The by far easiest workflow is…
Most simple Workflow to enable Bind Pose
- Important: Set your Rig to SL Neutral Shape (White Stickman in Appearance Sliders)
- Use Pose mode and only use the green animation bones(!) to pose your Rig into your favorite Restpose
- Convert to Bind Pose (see the Convert to Bind Pose chapter further down in this page)
- Enable the Use Bind Pose Option
- Export as usual but with Use bind Pose option enabled
- When you import your item, then ensure the with joint offsets option id disabled!
Now the Avastar Exporter knows how to convert this rig into a standard T-Pose rig without distorting the Meshes. A tutorial for using the Bind Pose option is planned.
This is actually not a bug but expected behavior. However, it is not at all convenient and we know that. We try to find a solution that works for everybody. That might need some time though.
The Avastar Rig includes a rather complex set of constraints which restrict the bones to move in unreasonable locations. However sometimes you need to disable those constraints. This is where the Bone Constraints section comes into play.
The selection option at the top of the Panel allows you to specify which subset of Bones you actually want to Lock/Unlock.
: Same Group relates to the Pose Bone groups which you can find in the Rig Data Properties window (on the right side of the Blender screen)
SL Bone Rot: By default the (blue) SL Deform bones follow strictly the (green) Animation bones when posing the skeleton. While the deform bones themself can not be posed. However when you are weight painting, then you often want to check your work by posing the deform bones as well. Here you can Unlock the Deform Bones from the Animation Bones.
Anim Bone Trans: By default the (green) Animation Skeleton ensures the integrity of the Rig, that is: Bones are connected and do not move independently. However in some cases especially when it comes to Facial animation, you want to be able to move the animation bones (Translation). Here you can Unlock the Animation Bones so that they can be moved freely.
Vol Bone Trans: By default the (Orange) Volume Bones are tightly clamped to their parent bones and should not be animated. However sometimes (for non human characters) you want to displace the Volume Bones to better match your character. Here you can Unlock the Volume bones from their parent bones so they can be freely moved and animated.
Convert to Bind Pose
Convert to Bind Pose bakes the current Pose into the Rig. This actually changes the rig’s restpose to the current pose. You use this function after you have posed your Rig to match perfectly to your mesh attachment. But normally you will do this before you bind your meshes.
The most simple workflow for using this option was described further up in this document.
The Operator Redo Panel
Right after you have clicked on the Button an operator panel will show up at the bottom of the Tool Shelf (lower left corner). You might need to scroll down the Tool shelf to spot that panel.
The Operator Redo Panel gives you some control over how the Bind pose conversion is performed
- Snap Mesh: When enabled then the bound meshes are altered to the new shape (similar to Alter to Restpose from previous Avastar releases)
- Preserve Volume: Set the Preserve Volume feature of the Armature Modifier
- Scope: Can be Selected Bones, Visible Bones, or All Bones.
- Adjust IK Line Bones: Will adjust the connection bones between the IK Pole Targets and their constrained Bones
- Adjust IK Pole Angles: Will adjust the Pole angle (see below)
Sync Pole Angles
Pole Angles become important when you work with IK Targets. It is important to have the Pole angles adjusted correctly because otherwise you will see remarkable changes of your pose when you switch between FK and IK mode.
Normally you want to keep this Option enabled.
So what is the Pole Angle? ...
Now look on the other image. The green (selected) bone is the lower arm. This Bone can possibly have a longitudinal rotation angle relative to the pole plane. This angle is the Pole Angle:
Note: The pole angle is always defined for the Rest Pose. The bending of the Arm in the images above just makes it easier to spot how the pole plane is constructed.
For a simple Rig like the Avastar Rig the Pole angle is typically 0°,90°,180° or 270° but it can have any angle actually. Blender allows to set the Pole angle manually. Avastar provides a function that calculates the optimal pole angle automatically whenever you switch from Edit mode to pose mode.
Our course Non Human character Creation tells more about this. You also find some information about the Pole Angle on the Web. You find some resources with Google, see blender pole target