To change the character’s pose, you can select controllers of different parts of the body, and apply manipulators to them.
Pressing Ctrl + Z will undo the last pose changes.
Try to apply manipulators to groups of controllers, instead of a single controller.
Double-clicking on the controller allows you to select all controllers down the hierarchy.
Open the Standard_model.casc scene to complete the tasks:
The knees and elbows of the character can only bend along certain axes. The knees and elbows also have special direction controllers.
Since all parts of the character are connected using a special physical skeleton, they can influence each other. So, if you pull the character by the hand, the whole body will stretch after it.
However, some controllers can be locked (R) in a specific position in space.
When stretching or compressing parts of the body, the edges between the points change color. Edges between unfixed points always strive to maintain their length so that the proportions of the body do not change.
For some parts of the character, there are no point controllers. Usually, these are small details of the character, such as fingers or clothing items. These parts of the character can be controlled using box controllers. Box controllers work the same as point controllers.
To control elements that consist of a chain of controllers (for example, fingers or tail) it is convenient to use the Tail mode.
This mode works with the rotation manipulator. When it is turned on, a spiral icon is displayed near the manipulator axes.
Using all that you learned, put the character in a complex pose. Try to make it interesting, but natural, don’t hurt the character :) Share your creation on the forum and see what other people came up with!