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Rotating, Scaling, and Positioning
Actors can be adjusted in various ways beyond their standard in-game appearances, from custom poses to exaggerated body proportions and heights. This is achieved by manipulating an actors's rotation, scale, and position within the world.
Rotation, Scale, and Position can be saved and loaded from .pose
files independently of each other, all together, or in combinations as needed.
Actors can be rotated around an axis as a whole, or bones can be rotated individually. This is the basis for all posing, as poses are simply lists of bones rotated along several axis.
Your actor will be rotated as a whole if no bones are selected. Rotation can be done using the gizmo in the top-right of the window, or by using the X/Y/Z sliders below the gizmo. Take into consideration, however, that the sliders are a converted approximation of rotation, and can introduce errors and problems such as gimbal locking, while the gizmo is a true representation of the rotation being performed.
Rotation is set by default when saving and loading poses, and can be toggled by checking the R
box when loading and saving.
Bones can be manipulated to 'expand' them around their central point (pivot). While they cannot be made longer individually, you can achieve a certain amount of 'weight' for plumper actors, or exaggerate features and body parts.
Uniformly scaling your actor can be achieved by ensuring no bones are selected, then clicking the lock icon beside the X/Y/Z fields and adjusting the value in one of the axis. Scaling a single bone uniformly is achieved the same way, with that single bone selected.
Scaling a single bone uniformly is achieved the same way when a single bone is selected in either the Pose GUI or Posing Matrix views.
Scaling along a single axis can be done by increasing or decreasing the value in the corresponding field with the lock removed.
To save scaling as part of your pose, ensure the S
box is checked when saving.
Similarly, to load scaling from a pose file, ensure the S
box is checked when loading. To retain your current scale when loading poses, ensure the the S
box is unchecked.
All bones, not just weapons, can be translated around a scene with ease. Translating a whole actor can be achieved by manipulating the relevant X/Y/Z sliders (taking into consideration that the game is Y-up in the 3D space/ignoring the in-game map). Individual bones can be translated in the same way.
Saving and loading bone positions work the same way as scale, except checking the P
box instead.
Warning: Advanced Loading in bones with Position mode turned on is not advised. It is recommended that you do your bone positioning as the last portion of your pose.
There may be certain body parts, including but not limited to tongues, that you want to manipulate. As a rule of thumb, if these body parts were not originally rigged in the vanilla game, then there is no way to manipulate them without the use of mods.
For example, at no point in the game do you see a tongue moving on a playable race (Midlander, Miqo'te, etc.). Therefore, there was no rigging added to it by the game developers, and there is no way to make custom bones to allow for such movement.
Instead, modders will rig previously un-posable anatomy to existing bones such as ears, earring or the jaw. As such, you will need to consult the individual mod page to learn which bones they have used.
- What is Anamnesis?
- Basic Setup
- UI Introduction
- An Explanation of the Tool's Settings
- Credits and Special Thanks
- The Home tab (coming soon)
- Controlling the World and Camera
- The Animation Tab (coming soon)
- Animation FAQ
- Blending Animations (coming soon)
- The Posing Tab (coming soon)
- Loading and Saving Pose Files
- Rotating, Scaling, and Positioning