Rig And Pose A Mesh

Visual Space manual, Live Apps, Rig And Pose A Mesh

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Visual Space manual, Live Apps, Rig And Pose A Mesh

Visual Space manual, Live Apps, Rig And Pose A Mesh

Build a small native skeleton for a supported mesh, bind it, and test a pose. Start with a simple elongated form so that a joint's effect is easy to see.

Build a small native skeleton for a supported mesh, bind it, and test a pose. Start with a simple elongated form so that a joint's effect is easy to see.

Prepare a Suitable Model

Use a Poly-generated or editable mesh in a writable scene. Finish major topology and volume changes before binding. This workflow does not convert an imported character's protected skeleton into a native armature.

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Select the mesh - Enter Animate and open Rig / Bones from the contextual controls.
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Create an armature - Use Create armature for the selected mesh. This rig belongs to that object, rather than being a reusable skeleton for unrelated meshes.
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Choose Rest - Establish the underlying joint positions before keying movement.

Build and Bind the Skeleton

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Add a root joint - Place it near the part that should anchor the form.
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Add a child - Select the root, add a child joint, and position it farther along the mesh. Numeric fields and viewport handles offer two ways to place the same joint.
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Check the hierarchy - Confirm that the child belongs beneath the intended root. Rename joints with short descriptions that make posing easier.
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Bind the mesh - Open the armature actions and choose Bind rig to mesh. Poly creates automatic proximity weights for the eligible owner mesh.

The current Bones panel does not provide a complete weight-painting workflow. Start with a small rig whose automatic deformation is easy to judge.

Record a Test Pose

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Choose Pose and Auto-key - Set a later frame in the timeline before transforming the joint.
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Rotate a joint slightly - Watch how the surrounding mesh moves. Begin with a small angle so you can detect whether the bend affects the intended region.
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Compare with the start - Scrub back to frame zero and forward to the test frame. The difference should be a movement, not an accidental change to the rest arrangement.
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Inspect from another view - A bend that looks acceptable from the front can expose unwanted stretching from the side.

If the structure is unsuitable, undo the test and revisit the rest arrangement or binding before adding more keys. Do not build a long animation around a deformation you already know is wrong.

Keep the Result

Wait for Saved. Supported native rigs, bindings, and joint animation can be included in a 3D export; inspect the export report and the result in its destination.

For imported characters, use the protected source rig and supported separate pose keys instead. Animation and Rigging explains that boundary and the current omissions during export.


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