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07. Adding Poses

Thomas "Tabski" Bartlett edited this page Dec 13, 2025 · 1 revision

This assumes you've set up a .blend file.

Posing effectively involves creating 1-frame animations in Blender.

Setting up the pose

  • Select the rig

  • Near the top-left, add a Workspace->Animation

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  • Near the bottom-left, change the Dope Sheet to Action Editor
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  • Select the _zEmpty action
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  • Click the New Action button
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  • Give it an appropriate name. I've named mine Pose-Star

  • Click the shield icon to ensure it saves

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Posing

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+TAB to enter pose mode
  • Right Click to select bones
  • G to drag
  • R to rotate
  • Alt-G and Alt-R can be used to reset things
  • Ctrl-C and Ctrl-Shift-V can be used to paste to the other side
  • Some bones are hidden by default, but can be enabled under the Data panel
    • 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)

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Now, just export it.

Configuring in Unity

  • Select your fbx in Unity
  • By default, you should see your clip, as well as two base ones, under the Animation tab
    • If you don't, press the + symbol to re-add the one you care about
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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 End to 1

  • Check the Loop Time option

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  • Finally, hit Apply

The clip should now appear among your other assets:

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Configuring a PoseId

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.

  1. Give it a name (the asset name will be used by default)
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  1. Set the Order->Index
  2. Change the Clip to the one under our fbx
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Aaaand... that's it!

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