Locking Bones

When you are moving a specific body part with an effector point in the dummy pane, you may find that the chain-reaction happens to other body parts. This is because these body parts are connected to each other with virtual bones.

Although you may not break the bones, you may lock some effector points from the dummy pane so that when you are moving or rotating another body part, locked effectors will try not to move or rotate.

Lock Move

If you use Lock Move, then the corresponding body part will be pinned to where it is. So that when you move another body part, it still remains in place.

  1. Apply a character with a start pose.
  2. Execute the Modify >> Edit Pose command to open the Edit Motion Layer panel (shortcut key: N).
  3. In the pictogram, select both hands' effector points and click the Pinning Move button.

    You may also right-click on desired effector and choose the Pin Translate from the context menu.
  4. Select another effector point.
  5. Move the corresponding body part of the effector point. The locked hands will stay where the are.

Lock Rotate

When an effector point is moved, and you do not want another specific body part to rotate itself, then you can use the Lock Rotate feature.

  1. Apply a character with a start pose. You may need to lock the head orientation when you move another body part.
    1. Execute the Modify >> Edit Pose command to open the Edit Motion Layer panel (shortcut key: N).
    2. In the pictogram, select the head effector points and click the Pin Rotate button.

      You may also right click on desired effector and choose the Pin Rotate from the context menu.
  2. Select another effector point.
  3. Rotate the corresponding body part of the effector point. The head tries to keep the original angle.