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The Transform window is the place to access/edit the channel values.

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  • You activate/select a channel by checking its checkbox ().
  • You activate/select all channels of a transform type simultaneously by left-clicking on the large Move, Rotate, Scale, etc. buttons at the left border of the window. Right click will activate/deactivate everything. Middle click will isolate the corresponding checkboxes for Move, Rotate, Scale, IK, Reverse Foot, Blendshapes, and Camera FOV (Field of view).

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Note
titleIK and RF special rules

About IKs and Reverse Feet, the Transform actions will be driven by the following rule: whatever selection you make  - meaning the IK/RF controller or the FK chain (full or part of it) - the result will be the same as if you would have select had selected the full FK chain. Then the IK/RF target will be placed relatively to the chain leaf.

The only exception concerns the copy/paste when you select only an IK or a an RF controller: In these cases, IK/RF controllers position is copied/pasted and their joint chains are then resolved (leading to a different result than if you had copycopied/pasted the chain joints).

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Note
titleIK/RF and checkboxes

Again concerning IKs and Reverse Feet, some Transform actions may have weird (although normal) results if all channel boxes are not checked, so we recommend to let letting them all checked.


Reset Values to Ref Pose (or Bind Pose): Reset the selected channels () to Ref Pose values into Animation mode while the same command resets the selected channels to Bind Pose values into Rigging rigging mode.

Info
titleIK/RF Reset reminder

Whatever you select - target, joint chain, both target and joint chain (full or part of it) - you will always reset the full FK chain and the target will return to its leaf position.

Copy Values: Copy the selected channel values (). The command works on and between keyframes (however, you need to paste the values on a keyframe).

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Note
titleOrder matters!
  • Concerning joints not belonging to an IK or RF chain and pasted on different joints than the copied ones, the order matters. Meaning that the first copied in hierarchy 1 will be pasted on first in hierarchy 2, etc. The order used for joints is the one configured in the Picker dialog.
  • It means too to that the first copied keyframe will be pasted on the new first keyframe, the second copied keyframe will be pasted on the new second keyframe, etc.
  • If you have more copied elements than new elements, supplementary copied elements will be ignored. If you have less copied elements than new elements, supplementary new elements will remain ignored.

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Info
titleIK/RF Copy/Paste reminder
  • If you select the IK/RF target to copy/paste, you benefit from the position of the target (relatively to the Character). In this case, the joint chain will do its best to follow the target position. Useful to copy/paste a target specific position!
  • If you select the join chain (or part of it), you benefit from the FK posing. In this case, the target will return to the leaf joint position.
  • If you select both, the result will be the same as if you would have select selected the full FK chain (IK/RF target will be placed relatively to the chain leaf).
  • Please notice that the target color is copied and pasted.

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Info
titleIK/RF Mirror reminder

Whatever you select - target, joint chain, both target and joint chain (full or part of it) - you will always mirror the full chain according to the spine and the target will return to its leaf position.

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Note
titleMirroring requirements

It is important to remind that our mirroring features (including the cyclemaker cycle maker features) works if:

  • The skeleton is correctly named/labelled (about it, we suggest to consult consulting the Mirror Skin & Joints parts of the Skin Atelier page)
  • The Bind Pose/Ref Pose of the skeleton was was obtained via our rig mirroring process

It means that if you bring your skeleton from another 3D package, it may be possible that you encounter some issues due to different axis orientation. In order to fix them, please delete a side of the skeleton and let Akeytsu mirror it.

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Transform Coordinate System Display

 In Rigging rigging mode, you may notice the Transform window can display different coordinate system display depending on you are in Bind Pose, Ref Pose or Skin & Check mode:

  • In Bind Pose/Build Pose, channels values are displayed in World coordinates (Image Modified) 
  • In Ref Pose, channels values are displayed in Local coordinates (Image Modified)
  • In Skin & Check mode, channels values are displayed in Local Relative (to Bind Pose) coordinates (Image Modified)

In Animation mode, even it is not clearly displayed, the Transform window displays values in Local Relative (to Ref Pose) coordinates (Image Modified)


Info
titleNot possible to switch between the coordinate system displays

For the moment it is only an informative display, and you can not switch between the different coordinate systems.

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