03 Blender EN

Hello everyone!

I’m Ayana, a Vtuber

Today I will explain about Armature Transform.


Let’s begin!

Let’s start!


By rotating and moving each bone of the set armature to deform it, it is possible to pose the robot freely. Here, we will analyze how to pose the robot by using [Pose Mode].

Select armature, switch to [Pose Mode] from the menu at the top left of the 3D viewport.

After selecting the bone you want to transform, press the G key to move, the R key to rotate, and the S key to zoom in / out. When posing, mainly use the R key. You can also do the same from the object gizmo on the left side of the 3D viewport.

The coordinate system for operation can be freely selected from [Transform Orientation] in the header of the 3D viewport. It is OK to select the coordinate system that is most understandable when moving the bone, but if you are not sure, it is recommended to set it to [Global] or [Local].

Posing while changing the camera viewpoint with the numeric keypad makes it even easier.

You can also pose by entering numerical values. Press the N key to expand the sidebar and click the Item tab. You can freely enter the angle from [Rotation] in the [Transform] panel. The [Rotation mode] below is recommended because the [XYZ Euler angles] are easy to understand with 3 axes.

If you want to move or rotate the robot itself, work with the first bone you created (this case is the lumbar bone).

Left-right symmetry

If you want to pose symmetrically, first click [Tool] in the sidebar. If you open the [Pose Options] panel and check [X-Axis Mirror], the edits made on one bone will be reflected on the other bone.

Copy / Paste Pose

You can also copy the edited bone state and paste it on the opposite side to make it symmetrical.

Select the edited bone, right-click, and click [Copy Pose].

With the bone you want to paste selected, right-click and click [Paste Pose].

Then, the same state as the pose copied in this way can be reflected on the other side.

FK and IK

Each bone has its own parent-child relationship. For example, if you move the bone’s thighs, you can see that the bones below them move in tandem.

The mechanism by which movements are transmitted from parent to child in this way is called FK (forward kinematics). On the contrary, the mechanism that the movement is transmitted from the child to the parent is called IK (inverse kinematics).

The default is FK, but depending on the edited part, IK may be easier to pose. In such a case, it is convenient to use [Auto IK].

Open [Tool] tab in the sidebar and check on [Auto IK] from the [Pose Options] panel. This makes it easier to pose because the entire limb moves in tandem when you move your limbs or toes.

Clear pose

To return the pose to its original state, click the [Pose] button in the 3D viewport header, then choose [Clear Transform]-> [All] . If you use the keyboard, you can use the A key to select all bones, then pressing Alt + R keys to clear the rotation, and pressing Alt + G keys to clear the movement.

Pose library

Edited poses can be saved in the [Pose Library]. You can also save it partially, so saving a pose that you can reuse is very convenient because you can use it when editing another pose.

Select the bone you want to save, click the [Object Data Properties] to open the [Pose Library] panel.

Click「+」button and select [New] to save the state of the currently selected bone as a pose.

When applying a pose, select the bone, choose the pose name you want to apply from the [Pose Library] panel, and click the [Apply Pose] button.

Then, the pose saved before is applied to the robot like this.

This is the end of the lecture on how to transform armature.


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