Animator Top Bar

Top Bar Buttons

Leave the Modeler and return to the Home screen. You will be prompted to save your work.

Commit to save changes in your project.

To save another version of your project, use Save As in the File Menu.

Select and Move Nodes

Translation Frame of Reference

Flip

Flip rig and models to a mirrored position along the X axis.

Flip rig and models to a mirrored position along the Y axis.

Flip rig and models to a mirrored position along the Z axis.

Assist

Enable/Disable Inverse Kinematics.

What is Inverse Kinematics?

This is a time saving tool for posing a rig when you need to focus first on the position of a child node before adjusting its parent node.

When it is not active, parent nodes control movement of their child node(s), their child node(s), etc., so IK reverses this relationship using intuitive movements.

IK settings are modified in the Inspector Panel.

IK Enabled - adjusting the position or rotation of a child node influences the position and rotation of the parents it is attached to.

IK Disabled - the parent-child relationship behaves normally, where a parent node influences all of the child nodes attached to it (known as Forward Kinematics, or FK).

Example:

If you're creating a new pose or animation of a human NPC (non-player character) and want to move a hand, you intuitively know where the destination of the hand should be, and getting it right is important since it can make your asset more expressive.

With IK enabled, moving the hand pulls the parent nodes with it (which contain the forearm, upper arm, and shoulders). If IK were disabled, you would need to start instead by moving the shoulders, then the upper arm, then the forearm, and finally the hand, and it would likely take many adjustments to get the hand in what feels naturally like the right location.

Reset Alignment

Reset scene transformations. This aligns the rig to the closest axis at a right angle.

Views

Toggle visibility of the rig skeleton. This will show or hide the underlying connections from one node to another, with lines that are thicker at the parent node and thinner at the child node.

If a bounding box is larger than the visible model, we advise to open it and trim the volume so your compound or animated entity will have a tighter collision boundary.

Reset View

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