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Table Of Contents
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Pose Morph
5. Tips and Tricks
• To create Joint poses with Pose Morph all you have to do is add a Pose Morph tag to the top-most Joint and
enable the Rotation and Hierarchy options. You can then rotate the Pose Target’s Joints without modifying the
Joints’ original position.
• The joints of the fingers of a hand only need a single Pose Morph tag with an enabled Hierarchy option. Simply
create a new Pose for each finger pose. This lets you keep the Object Manager more organized because all Poses
for a single hand will handled by a single Pose Morph tag.
• You can use the Driver tag to control Poses automatically. Assign the Driver tag to the Joint and link a Pose
directly to a specific rotational direction of the Joint. This can, for example, be used to simulate the flexing of
muscles when an arm is bent.
• If you want to use a specific Pose as an initial state you can right-click on the desired Pose and copy & paste it
accordingly.
• If you want to convert a Pose into a polygon object outside of the Pose Morph tag, right-click on each Pose and
select the To Mesh command.
• Make sure not to disable options previously enabled in the Pose Morph tag’s Basic tab (e.g. Points, Rotation,
etc.). This will delete all defined Pose Morph Targets. Enabling these options again will not restore these Targets.
• To avoid accidentally modifying the initial pose, right-click on the Pose, select the Lock command from the menu.
Alternatively you can click on the lock icon next to the element in the list.
• With the introduction of Cinema 4D R18, Sculpt layers can also be used to generate poses. For a facial animation,
for example, simply add a Sculpt layer for each PoseMorph you want to create and model the desired facial
expression on that layer. When finished, click on the Sculpt to PoseMorph command to generate the same
number of PoseMorph targets as there are layers.