- CAMERA ORBIT
- PAN PIVOT & MOVE FORWARD
- SAVED VIEWS
- TOOLS & EFFECTS
- DRAG BODY
- ROTATE JOINTS
- ADDING & REMOVING MODELS
- COPY SCENE
- COPY POSE
You can drag body parts to quickly set your rough stance. Every body-part manipulates a specific group of limbs. For example when you drag the torso it will move the whole upper body and when you drag a hand it will pull the arm and eventually the upper body. Dragging gives quick results and gives a bit of realism because of the interaction with all the body-parts. It is a bit rough to completely use on its own, but in combination with the sliders you can get fast results that are on point.
MOVING MODELS AS THEY ARE
First things first sometimes you just need to move the model without effecting any limbs. Notice the the green orb that shows up when you select a model. If you just want to drag the model as is, in stead of dragging the Manikin just drag the green orb floating above the model.
The placement of each limb is controlled by its end ( e.g. the hand will control the rest of the arm) When moving the hands or feet a ball will appear that will give you further control to position the arm. We call this ball a bend goal and it determines the orientation of that limb. Without going too deep the position of the arm is calculated between the bend goal and a point in the hand (or feet)
RESET LIMBS BY DRAGGING
Now bend goals give you control but they are also limiting if you need to move the limb to a completely different spot. So to disable the bend goal for the next drag you can reset limbs to their default by stretching them.
HOW TO RESET
Pulling the arms, feet or head until a tiny dot appears will reset that limb-chain. Another way to remember the reset is whenever you pull the an arm or leg so far the body moves to.
Depending on the body part a reset will have different results. For example with the arms, head and feet it will unlock them if you changed them with the sliders ( more on that in the next paragraph below ) For the arms and feet it will also temporarily disable the bend goal so you can move the arm without the effects of the bend goal.
Also notice that when you a drag the feet close to the floor they will place themselves automatically. You can avoid this by rotating the feet with the sliders. Whenever you change a chain-end (like the hands or feet) it will keep this rotation. A pull reset will disable this effect and return the chain-end to reenable foot placement and its default behaviour.
USING DRAG OPTIMALLY
How the camera angle controls drag direction
Perpendicular views are especially useful when you want to move a body part in a particular direction. For example, when we’re in the front view, we can move the hand left or right & up or down, but not to the front or the back. Your view angle effectively constrains the placement of the hand into 2 dimensions instead of three, enabling us to be more precise.
This is why the default saved views are useful as they quickly let you position yourself around the model.
Let’s say we want to move the hand a little more to the front. You can then quickly align the camera to a side view and move the hand from there. When our camera is aligned to the side we can easily move the hand to the front or the back and up or down, but not to the sides. Because dragging is determined by your camera angle. So as a rule of thumb place your camera perpendicular to the direction you want to drag in and remember the more you align your camera with your desired direction the less you will be able to move objects on it.