In-Betweens

../../../../_images/animation_armatures_posing_editing_in-betweens_tools.png

In-Betweens Tools.

There are several tools for editing poses in an animation.

There are also in Pose Mode a bunch of armature-specific editing options/tools, like auto-bones naming, properties switching/enabling/disabling, etc., that were already described in the armature editing pages. See the links above…

Push Pose from Breakdown

Reference

Mode

Pose Mode

Tool

Toolbar ‣ In-Betweens Tools ‣ Push

Menu

Pose ‣ In-Betweens ‣ Push Pose from Breakdown

Hotkey

Ctrl-E

Push Pose interpolates the current pose by making it closer to the next keyframed position.

Push Pose from Rest

Reference

Mode

Pose Mode

Menu

Pose ‣ In-Betweens ‣ Push Pose from Rest

Similar to Push Pose from Breakdown but interpolates the pose to the rest position instead. Only one keyframe is needed for this tool unlike two for the other.

Relax Pose to Breakdown

Reference

Mode

Pose Mode

Tool

Toolbar ‣ In-Betweens Tools ‣ Relax

Menu

Pose ‣ In-Betweens ‣ Relax Pose to Breakdown

Hotkey

Alt-E

Relax pose is somewhat related to the above topic, but it is only useful with keyframed bones. When you edit such a bone (and hence take it « away » from its « keyed position »), using this tool will progressively « bring it back » to its « keyed position », with smaller and smaller steps as it comes near it.

Relax Pose to Rest

Reference

Mode

Pose Mode

Menu

Pose ‣ In-Betweens ‣ Relax Pose to Rest

Similar to Relax Pose to Breakdown but works to bring the pose back to the rest position instead. Only one keyframe is needed for this tool unlike two for the other.

Breakdowner

Reference

Mode

Pose Mode

Tool

Toolbar region ‣ In-Betweens Tools ‣ Breakdowner

Menu

Pose ‣ In-Betweens ‣ Pose Breakdowner

Hotkey

LMB-drag

Creates a suitable breakdown pose on the current frame.

The Breakdowner tool can be constrained to work on specific transforms and axes, by pressing the following keys while the tool is active:

  • G, R, S: move, rotate, scale

  • B: Bendy bones

  • C: custom properties

  • X, Y, Z: to the corresponding axes