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116 Chapter 3: Selecting Objects
S kin Pose Command s
Animation menu > Set as Skin Pose
Animation menu > Assume Skin Pose
Animation menu > Skin Pose Mode
When the Skin modifier is first applied to a mesh,
thebonestructurescurrentposeisusedasthe
skin pose. Subsequent animation of the bone
structure on frame 0 c an cause the skin pose to
bealtered.Theskinposecommandsallowyouto
change and set the sk in p ose either before or after
you apply the Skin modifier.
The skin pose stores a specific position, rotation
andscaleforanobject. Itsintendeduseisfor
storing a character assembly’s pose for the Skin
modifier. However, a skin pose can be used for
any object to store its current transforms for later
retrieval.
These commands work on any object, regardless
of w hether the structure is part of a character
assembly, or whether the bones have been assig ned
to a mesh with the Skin modifier.
Set as Sk in Pose—Stores the selected objects
current position, rotation and scale as the skin
pose. If the selected objects are assigned as bones
for the Skin modifier, the envelopes and vertex
weighting are automatically recalculated to work
with the new pose.
Assume Sk in Pose—Causes the selected objects to
take on the stored skin pose. This feature can be
useful during the a nimation phas e. For example,
if you have animated the character on various
keyframes and want the character to animate back
to its skin pose at frame 50, you can turn on Auto
Key at frame 50 and click Assume Skin Pose.
Sk in Pose Mode—Poses the character in its skin
pose and allows the skin pose to be refined.
Changes to the objects when Skin Pose Mode
is on will affect only the skin pose and not the
animation. When Skin Pose Mode is turned off,
the structure returns to its pose at the current
frame.
See also
Character Assembly (page 1–102)