betty Posted August 7, 2002 Share Posted August 7, 2002 hi all, I'm just going over the tutorials for character setup and one thing mentioned is the "POSE" state. I'm a little confused as they mention you have to be at frame 0 to be able to pose your model. Can you do this? - pose your model in various ways and save those poses. then go to any frame you like and bring up a "pose" and keyframe at that spot. this is what i thought the pose state would be used for, but it's got me all confused!! any words of wisdom? Quote Link to comment Share on other sites More sharing options...
danteA Posted August 7, 2002 Share Posted August 7, 2002 frame 0 is the default capture frame. this is the frame where capturing is done. if you want to use the pose handles to animate, then go to the frame you want to pose, move the handles around & keyframe. Quote Link to comment Share on other sites More sharing options...
TheUsualAlex Posted August 7, 2002 Share Posted August 7, 2002 Hi Betty, Are you talking about the "capture frame"? I guess one of the best example I can think of is, if you don't keyframe the "capture frame" state, which can be at any frame number; you then save your file after you pose your character and reloaded it. You'll see that you your skeleton will pop back into the original unposed position while your model stayed at teh last pose. I believe this is because Houdini recooked the capture. As for the "Pose" at the top Object's Viewport, aren't these just for the ease of selecting the end affector of a bone or something? It's just look like it that way... Any way, I am still learning about the "why" on these as well. So... I could be totally wrong... Anyone? heh. Guess I was late. Quote Link to comment Share on other sites More sharing options...
miguel m Posted August 7, 2002 Share Posted August 7, 2002 personally I use the standard "S" select and transform tool. The pose tool is nice for bones but many times I have a other things to move around while animating. So I only use it while weighting the character, testing rotations, etc Quote Link to comment Share on other sites More sharing options...
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