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07. Adding Poses
This assumes you've set up a .blend file.
Posing effectively involves creating 1-frame animations in Blender.
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Select the rig
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Near the top-left, add a
Workspace->Animation
- Near the bottom-left, change the
Dope SheettoAction Editor
- Select the
_zEmptyaction
- Click the
New Actionbutton
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Give it an appropriate name. I've named mine
Pose-Star -
Click the shield icon to ensure it saves
Animation is a whole thing in Blender with tons of hotkeys. If you're unfamiliar with it, you may want to go watch some videos on setting up keyframes.
Some random things I personally find myself using when posing:
- Use
CTRL+TABto enter pose mode -
Right Clickto select bones -
Gto drag -
Rto rotate -
Alt-GandAlt-Rcan be used to reset things -
Ctrl-CandCtrl-Shift-Vcan be used to paste to the other side - Some bones are hidden by default, but can be enabled under the
Datapanel- This is useful for more complex finger orientations, for example
2025-11-2418-00-33-ezgif.com-video-speed.mp4
When you have everything properly placed, select everything with A (x2) and press K-> Location+Rotation
(Make sure you're on the first Frame, though)
Now, just export it.
- Select your
fbxin Unity - By default, you should see your clip, as well as two base ones, under the
Animationtab- If you don't, press the
+symbol to re-add the one you care about
- If you don't, press the
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Feel free to remove the two base ones with the
-symbol, they'll just get in the way -
Set the frame
Endto 1 -
Check the
Loop Timeoption
- Finally, hit
Apply
The clip should now appear among your other assets:
So far we've been dealing exclusively with CharacterToggleIds. Now, we're going to create a PoseId; another Scriptable Object
Just as before, let's copy in one that's close to what we want.
I'll grab the ScriptableObjects\CharacterCompositor\PoseId\Powerful\Energized one, since I like the group it's in.
- Give it a name (the asset name will be used by default)
- Set the
Order->Index - Change the
Clipto the one under ourfbx
Aaaand... that's it!