{"id":4373,"date":"2018-09-30T09:00:36","date_gmt":"2018-09-30T09:00:36","guid":{"rendered":"http:\/\/avastar.guru\/?page_id=4373"},"modified":"2018-09-30T09:00:36","modified_gmt":"2018-09-30T09:00:36","slug":"edit-mode","status":"publish","type":"page","link":"https:\/\/avalab.org\/avastar\/279\/help\/toolshelf\/posing-panel\/edit-mode\/","title":{"rendered":"Edit Mode"},"content":{"rendered":"<h3>Posing Panel in Edit Mode<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>When you edit an armature while the User interface is in <em>Experimental Mode<\/em>, then you get access to some additional operators:<\/p>\n<ul>\n<li>Snap Base to Rig (Snap Rig to Base)<\/li>\n<li>As Bindpose<\/li>\n<li>With Joints<\/li>\n<li>Remove Joint Edits (only if joints are stored)<\/li>\n<\/ul>\n<p>For more details see further down.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/02\/Image468.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-4871 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/02\/Image468.png\" alt=\"\" width=\"343\" height=\"506\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/02\/Image468.png 343w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/02\/Image468-203x300.png 203w\" sizes=\"auto, (max-width: 343px) 100vw, 343px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Pose Bone Constraints<\/h3><div class=\"symple-toggle-container symple-clearfix\"> <h3>Pose Bone Constraints<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Pose Bones are tied together by constraints. For example you normally can not tear a limb bone out of its bone chain. Or normally the blue Deform bones (the SL Bones) are fully controlled by the green Animation bones. Or the Volume Bones can not be moved away from their parent bones.<\/p>\n<p>However, sometimes you want to get more freedom over the bones, especially when you work with non human rigs you may want to use individual bones for very different purposes and not necessarily in the way the original Rig has been set up. So we added a tool for controlling the Constraints<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/reference-069.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-4494 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/reference-069.png\" alt=\"\" width=\"284\" height=\"355\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/reference-069.png 284w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/reference-069-240x300.png 240w\" sizes=\"auto, (max-width: 284px) 100vw, 284px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h4>Bone Constraints<\/h4>\n<p>The Scope of the operation. You actually can limit the scope to one single Bone, a group of selected bones, or even all Bones in the Rig. We allow to control 3 sets of constraints&#8230;<\/p>\n<h4>SL Bone Rot<\/h4>\n<p>The Deform Bone rotations are normally fully controlled by the Animation bones. But this operator lets you Unlock the rotation constraints.<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Now you can rotate the deform bones separately from the animation bones.<\/p>\n<p>But beware: You want this only(!) when you are testing the Bone Weights. You never use this for animation purposes!<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<div id=\"attachment_4483\" style=\"width: 463px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image713.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-4483\" class=\"wp-image-4483 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image713.png\" alt=\"\" width=\"453\" height=\"291\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image713.png 453w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image713-300x193.png 300w\" sizes=\"auto, (max-width: 453px) 100vw, 453px\" \/><\/a><p id=\"caption-attachment-4483\" class=\"wp-caption-text\">Unlocking SL Bone rotation actually disables the animation bones from animating the Model<\/p><\/div>\n<\/div>\n<\/div>\n<h4>Anim Bone Trans<\/h4>\n<p>the Animation bones are normally tied together so that you can not move them separately. Furthermore all animation bones without connected bone parents can normally not be moved around. This is good for keeping the skeleton structure intact while posing. Here you can unlock the parent connection so that animation bones can be placed without affecting the placement of their parents.<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>However note: the unlocking only works towards bone parents. So if you unlock only one single animation bone then you can move it separately from its parent bone while all its children are still connected and move along with it.<\/p>\n<p><strong>Note:<\/strong> You may want this mode especially when you do Facial animations where separate bone movements are sometimes needed. Or when you want to achieve special animation effects on your model.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image714.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-4484\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image714.png\" alt=\"\" width=\"453\" height=\"291\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image714.png 453w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image714-300x193.png 300w\" sizes=\"auto, (max-width: 453px) 100vw, 453px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<p><strong>Important:<\/strong> When you use Bone translation in your animations then you also must tell the Animation exporter to export with Translations.<\/p>\n<h4>Vol Bone Trans (very experimental)<\/h4>\n<p>We are not sure if the animation of Volume Bones is officially supported. However we added this option to the set. So when you Unlock Vol Bone Trans, then you can place the Volume bones freely.<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Some restrictions apply:<\/p>\n<ul>\n<li>Currently Unlocking Vol Bone Trans always uses the All bones scope (this is a known bug)<\/li>\n<li>The Bone rotation is still inherited from the bone parents. Also the relative Movement of the parent bones is still propagated to the Volume bones. We need feedback to understand what animators expect to get here.<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image715.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-4485\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image715.png\" alt=\"\" width=\"453\" height=\"291\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image715.png 453w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image715-300x193.png 300w\" sizes=\"auto, (max-width: 453px) 100vw, 453px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h3><\/h3>\n <\/div><\/div>\n<p>SL allows to modify the SL Rig by overriding the joint positions of the rig. Avastar supports the Rig editing as well, basically by switching the Armature to <em>Edit Mode<\/em> and then edit the bones by moving them around as needed.<\/p>\n<h3>Editing the Rig in Edit mode<\/h3>\n<p>Bones often depend logically\u00a0 on each other. For example Volume bones (Orange) are normally clamped to SL Deform bones (blue). You want to move them together. then we have bone chains where children Joints are connected to their parent bone tails. You do not want to break this unintentionally.<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Lets take a look at an example: Creating an A posed arm.<\/p>\n<p>This is actually a lot more complicated than it looks on first glance when you use the Rig Editor. You always have to take care that you move all children of a modified bone as well. In this case rotating the shoulder bone makes it necessary to rotate all children accordingly.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<div id=\"attachment_4474\" style=\"width: 463px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image711.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-4474\" class=\"wp-image-4474 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image711.png\" alt=\"\" width=\"453\" height=\"291\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image711.png 453w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image711-300x193.png 300w\" sizes=\"auto, (max-width: 453px) 100vw, 453px\" \/><\/a><p id=\"caption-attachment-4474\" class=\"wp-caption-text\">Editing the Arm into A pose may be more complicated as it looks.<\/p><\/div>\n<\/div>\n<\/div>\n<p>Just figure for example what happens when you forget to move the Collision volumes or the attachment points along with the arm bones&#8230;<\/p>\n\n<h3>Rig Modify Tools in Edit mode<\/h3>\n<h4>Snap Base to Rig<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>match the Blue SL Deform Bone locations and rotations to the corresponding green animation bones.<\/p>\n<p><strong>Note:<\/strong> The double headed arrow on the right side reverts the snap direction (so you also can snap the green animation bones to the blue deform bones)<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/02\/Image718.png\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-4873 size-full alignleft\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/02\/Image718.png\" alt=\"\" width=\"326\" height=\"148\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/02\/Image718.png 326w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/02\/Image718-300x136.png 300w\" sizes=\"auto, (max-width: 326px) 100vw, 326px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li><span style=\"color: #ff6600;\"><em>Snap Base to Rig<\/em><\/span> (Double headed Arrow disabled):<br \/>\nThe blue Deform bone moves upward to match the green Animation bone.<\/li>\n<li><em><span style=\"color: #ff6600;\">Snap Rig to Base<\/span> <\/em>(Double headed arrow enabled):<br \/>\nThe green Animation bone moves downward to match the blue deform bone.<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<div id=\"attachment_4533\" style=\"width: 370px\" class=\"wp-caption alignleft\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image719.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-4533\" class=\"wp-image-4533 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image719.png\" alt=\"\" width=\"360\" height=\"210\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image719.png 360w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image719-300x175.png 300w\" sizes=\"auto, (max-width: 360px) 100vw, 360px\" \/><\/a><p id=\"caption-attachment-4533\" class=\"wp-caption-text\">example: Deform Bone and animation bone both edited to different locations<\/p><\/div>\n<\/div>\n<\/div>\n<h4><em><span style=\"color: #ff6600;\">As Bindpose<\/span><\/em> operator<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The Rig is treated as if its Restpose is the Secondlife Default T-Pose with an additional pose (the Bindpose) super imposed to it. To get this to Secondlife you only have to import with Weights. This corresponds to the Use Bind Pose option described further up.<\/p>\n<ul>\n<li>When you click on As Bindpose<\/li>\n<li>Then your Rig remains in T-pose plus<\/li>\n<li>the current pose is superimposed to the Rig.<\/li>\n<li><span style=\"color: #008000;\"><strong>You later import with Weights<\/strong><\/span><\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/02\/Image759.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-4850 alignleft\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/02\/Image759.png\" alt=\"\" width=\"343\" height=\"442\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/02\/Image759.png 343w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/02\/Image759-233x300.png 233w\" sizes=\"auto, (max-width: 343px) 100vw, 343px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<p><span style=\"color: #3366ff;\"><strong>Hint:<\/strong> <\/span>When using bindpose, then the arm length changes along the arm long axis regardless to where the arms point.<\/p>\n<h4><em><span style=\"color: #ff6600;\">With Joints<\/span><\/em> operator<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The current pose is treated as the new restpose of the rig. So to get this to Secondlife you must import the Rig with Joint Positions.<\/p>\n<ul>\n<li>When you click on With Joints<\/li>\n<li>Then your current pose is baked into the Rig<\/li>\n<li>And your current Rig becomes the new Restpose.<\/li>\n<li><span style=\"color: #008000;\"><strong>You later import with Weights and with Joint Positions<\/strong><\/span><\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/02\/Image760.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-4851 alignleft\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/02\/Image760.png\" alt=\"\" width=\"343\" height=\"442\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/02\/Image760.png 343w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/02\/Image760-233x300.png 233w\" sizes=\"auto, (max-width: 343px) 100vw, 343px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<p><span style=\"color: #3366ff;\"><strong>Hint: <\/strong><\/span>When using with Joints, then the arm length changes only along the x-axis!<\/p>\n<h4>A word of Warning<\/h4>\n<div class='et-box et-warning'>\n\t\t\t\t\t<div class='et-box-content'>If you are working with Developer kits then you actually can not freely decide which Restpose (T-Pose, A-Pose, &#8230;) you want to use. In fact the pose used by the developerkit must be used by you as well.<\/p>\n<p><strong>If you try to enforce to use a restpose different from a Developer kit, you always will end up with mismatched clothes!<\/strong><\/div><\/div>\n\n\n<h4>Remove Joint Edits<\/h4>\n<p>Remove the Avastar joint data. The rig is reset to the SL Default Rig.<\/p>\n<p><strong>Note:<\/strong> When you enable the white snowflake icon, then only the Avastar data is removed. The skeleton itself is not reverted to the SL Default Rig in that czse.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Posing Panel in Edit Mode When you edit an armature while the User interface is in Experimental Mode, then you get access to some additional operators: Snap Base to Rig (Snap Rig to Base) As Bindpose With Joints Remove Joint Edits (only if joints are stored) For more details see further down. SL allows to [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":4871,"parent":1638,"menu_order":2,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_et_pb_use_builder":"","_et_pb_old_content":"","_et_gb_content_width":"","footnotes":""},"categories":[],"tags":[],"class_list":["post-4373","page","type-page","status-publish","has-post-thumbnail","hentry"],"_links":{"self":[{"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/4373","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/comments?post=4373"}],"version-history":[{"count":0,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/4373\/revisions"}],"up":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/1638"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/media\/4871"}],"wp:attachment":[{"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/media?parent=4373"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/categories?post=4373"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/tags?post=4373"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}