This feature predicts the pose that you want to make and sets it up for you automatically. The prediction is made based on the way you manipulate the controllers of a character.
Preparing the Characters
Currently, AutoPosing can work with the humanoid Cascadeur rig.
This rig can be applied to most humanoid characters.
To do this:
1. Open an empty scene.
2. Import a character into it (link to how to do it).
3. Select the Quick Rigging Tool from the Object menu:
4. The Quick Rigging Tool window will appear:
To learn how to use Quick Rigging Tool, look here.
What you need to do is to set corresponding joints (listed on the left of the window) for every slot on the right. Otherwise, AutoPosing won’t be able to work with the rig.
Technically, only slots on the Body panel are required for using AutoPosing. However, finger joints (Hand Left and Hand Right) also influence the positions of AutoPosing controllers, so it would be a good idea to rig them as well.
After you set an appropriate joint for every slot:
5. Click Create prototype rig.
You should see something like this.
Now you only need to finalize your rig:
6. Close the Quick Rigging Tool.
7. Go to the regular Rigging Tool (you’ll see it on the left side of the window).
8. Click Create rig.
9. Wait a bit until the rig is generated.
Now, AutoPosing should work for your character without any issues.
An example of AutoPosing applied to UE4 Mannequin.
How to Enable AutoPosing
1. Select an entire character (every point controller).
2. Click the Enable AutoPosing tool button on the Toolbar:
After this, a set of AutoPosing controllers will be generated.
This will also enable AutoPosing mode in the viewport:
AutoPosing controllers can be viewed and interacted with only in this mode. Like any other View Mode, it can be switched on and off at any moment.
The Enable AutoPosing tool button should only be clicked once for one character. If you click the button again, the following error message will appear:
AutoPosing can work with several characters at the same time. If the scene includes a single character, AutoPosing is applied to it automatically. If there is more than one character in the scene, you’ll need to select point controllers of the character you’d like to use with AutoPosing.
Once the tool is enabled, a number of controllers will appear on the character model.
|Main Controllers||Additional Controllers|
|Bright green||Dark green (inactive)||Blue (Active)|
|Used in pose generation||Not used in pose generation||Used in pose generation|
Additional controllers become active (colored blue) after they are moved or otherwise adjusted. Active additinal controllers are used to generate poses alongside main controllers.
An active additional controller can be deactivated by selecting it and pressing Shift + Z. Doing this will change the pose accordingly.
All types of controllers can be used as follows:
|x2||Selection with children|
|Hold + drag||Select all active controllers with the red frame|
|R||Fixing / Unfixing|
|Shift + Z||Reset selected additional controller(s) to the default state|
Blue (additional) controllers are only set for the current keyframe. They do not carry over to different frames. Different sets of additional controllers can be defined for different frames.
Note 1: Once unfixed, the controllers will assume new positions based on AutoPosing simulation.
Note 2: Point Controllers that do not coincide with AutoPosing controllers should not be fixed. Fixing them will lead to errors.
An example of using AutoPosing
Fixing / Unfixing a controller
AutoPosing overwrites pre-existing poses.
Because of this, it should be used either for creating a draft of the animation, or for creating animation as a whole.
You can switch from AutoPosing to the regular rig and make adjustments to the poses generated by AutoPosing. But if after this you switch back to AutoPosing, it will overwrite the poses you've set.