Posing Panel in Edit Mode

When you edit an armature while the User interface is in Experimental Mode, then you get access to some additional operators:

  • Snap Base to Rig (Snap Rig to Base)
  • Store Joint Edits
  • Remove Joint Edits (only if joints are stored)

For more details see further down.

Pose Bone Constraints

Pose Bone Constraints

Pose Bones are tied together by constraints. For example you normally can not tear a limb bone out of its bone chain. Or normally the blue Deform bones (the SL Bones) are fully controlled by the green Animation bones. Or the Volume Bones can not be moved away from their parent bones.

However, sometimes you want to get more freedom over the bones, especially when you work with non human rigs you may want to use individual bones for very different purposes and not necessarily in the way the original Rig has been set up. So we added a tool for controlling the Constraints

Bone Constraints

The Scope of the operation. You actually can limit the scope to one single Bone, a group of selected bones, or even all Bones in the Rig. We allow to control 3 sets of constraints…

SL Bone Rot

The Deform Bone rotations are normally fully controlled by the Animation bones. But this operator lets you Unlock the rotation constraints.

Now you can rotate the deform bones separately from the animation bones.

But beware: You want this only(!) when you are testing the Bone Weights. You never use this for animation purposes!

Unlocking SL Bone rotation actually disables the animation bones from animating the Model

Anim Bone Trans

the Animation bones are normally tied together so that you can not move them separately. Furthermore all animation bones without connected bone parents can normally not be moved around. This is good for keeping the skeleton structure intact while posing. Here you can unlock the parent connection so that animation bones can be placed without affecting the placement of their parents.

However note: the unlocking only works towards bone parents. So if you unlock only one single animation bone then you can move it separately from its parent bone while all its children are still connected and move along with it.

Note: You may want this mode especially when you do Facial animations where separate bone movements are sometimes needed. Or when you want to achieve special animation effects on your model.

Important: When you use Bone translation in your animations then you also must tell the Animation exporter to export with Translations.

Vol Bone Trans (very experimental)

We are not sure if the animation of Volume Bones is officially supported. However we added this option to the set. So when you Unlock Vol Bone Trans, then you can place the Volume bones freely.

Some restrictions apply:

  • Currently Unlocking Vol Bone Trans always uses the All bones scope (this is a known bug)
  • The Bone rotation is still inherited from the bone parents. Also the relative Movement of the parent bones is still propagated to the Volume bones. We need feedback to understand what animators expect to get here.

SL allows to modify the SL Rig by overriding the joint positions of the rig. Avastar supports the Rig editing as well, basically by switching the Armature to Edit Mode and then edit the bones by moving them around as needed.

Editing the Rig in Edit mode

However, bones are often depending on each other. For example creating an A posed arm is a lot more complicated than it looks on first glance when you use the Rig Editor.

Editing the Arm into A pose may be more complicated as it looks since you have to move the Shoulder bone and all its children manually.

Rig Modify Tools in Edit mode

Snap Base to Rig

match the Blue SL Deform Bone locations and rotations to the corresponding green animation bones.

Note: The double headed arrow on the right side reverts the snap direction (so you also can snap the green animation bones to the blue deform bones)

  • Snap Base to Rig (Double headed Arrow disabled):
    The blue Deform bone moves upward to match the green Animation bone.
  • Snap Rig to Base (Double headed arrow enabled):
    The green Animation bone moves downward to match the blue deform bone.

example: Deform Bone and animation bone both edited to different locations

Store Joint Edits

Calculate the Bone attributes for Avastar (needed for the Appearance sliders to work)

Note: The double headed Arrow has the same meaning as in the snap tool (see above)

Remove Joint Edits

Remove the Avastar joint data. The rig is reset to the SL Default Rig.

Note: When you enable the white snowflake icon, then only the Avastar data is removed. The skeleton itself is not reverted to the SL Default Rig in that czse.