Manipulators are tools for managing objects in a scene. You can select the desired manipulator on the toolbar or using hotkeys. To work on animations, you will need manipulators to select, move and rotate objects.
In order to work with objects, they must first be selected. This can be done in several ways:
Objects have global coordinates, which describe their place in the scene. The direction of these coordinates is the same, regardless of how the object is rotated.
In global coordinate mode, it is convenient, for example, to move the whole characters to the desired location in the scene, or to move the foot on the floor surface.
But also objects have their own (local) coordinates. The axes of these coordinates rotate together with the object.
The local position of a character's body part is its position relative to its parent part. In this example, the character's arm retains its local position relative to the shoulder, although the global position of the arm (as well as the entire torso) changes.
You can switch the coordinate system with the button in the toolbar or with the ~ hotkey.
There are hinges in the character's elbows and knees. These hinges limit the rotation and allow the arms and legs to rotate on only one axis. If the other axis is used, the parent points will shift.
For correct rotation in the arms and legs, you should use only their local bending axis.
The Tail mode allows you to rotate all objects in a chain at once.
If you pull any points too hard, it can cause other points in the chain to shift as well.
If you don't want to move inactive points, you can fix them.
Such fixations can also be used to set some poses more quickly.