11.0

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CINEMA 4D R11 Quickstart – MOCCA
and in the Attribute Manager (bottom right), click on Add Pole”. You’ll see a new object named “shoulder.
Pole” appear in the Object Manager on the same hierarchy level as the “shoulder” joint. Select the pole and in
the editor, drag the pole slightly down and behind the turtle.
Select the two effectors again (“Joint.3.Goal” and “hand.Goal”). Move the arm forwards and backwards again.
Our arm behaves as before but now we have complete control of the elbow (and all arm rotations) thanks to
the Pole Vector.
Two more quick tips:
You will surely have noticed that the entire arm rotates when the Pole Vector is pulled and the palm of the
hand (depending on where you have placed it) no longer points forward. It would be better to place the Pole
Vector behind the elbow instead of slightly below it. We will change this now in just a few steps. Ideally you
should always set up a character’s complete rig before you call up the “Bind“ function that connects the mesh
with the “skeleton”.