Skeleton Animation Manual

Pose Manager

A pose is defined as the data set of pos/rot/scale info of all or some joints in the skeleton hierarchy.

Pose Manager is used to save/load/apply poses, it can persist the data on the disk;

Toggle Pose Manager

Just click the "G" button on the GUI-Main panel; the new panel shown on the left is the GUI for PoseManager;

PoseManager1

Click the `Load’ button will bring up the "open file dialog", by which you could select an existing pose file to load or switch the current in-use pose file.

Click the `Save’ button will save the current in-use pose file, if there's no underlying pose file yet, this action will prompt to create one;

Poses Management

PoseManager2

The menu displays all the poses in current pose file. 

For each pose, there’re 4 buttons.

The first one is the pose’s name, click the button will Apply the pose to current model.

The second one is delete button, but you need to save to write the change into disk.

The third one is overwrite button, will overwrite the current pose of model into this data.

The fourth one is rename button, will change the pose’s name.

Create Pose

Be noted that, when PoseManager is activated, you cannot modify the joints. It means you need to do the pose first before opening up PoseManager;

When you click a joint, the joint and all of its descendants joints are selected (will be tinted green), you could also add/remove single joint by Shift+LMB.

When you decide which joints are to be saved, click the "New Pose" button, it will prompt a pose name, after confirmation, the data of selected joints will be saved under the given name.

PoseManager3

Quickly add keyframes with Pose

Usually you might want to easily add keyframes with the pose. i.e.: add keyframes for multiple joints with one click.
 
Here're two options:
 
PoseManager4
 
See the image above, be noted that the Animation Helpers UI will appear when Animation Window is open,
 
1. "Snapshot"
 
SnapShot will make keyframes based on the difference between current pose and the T-pose;
 
(1.1) first, pose your model, (e.g:, click the pose in PoseManager)
(1.2) Ensure the AnimationWindow is open, click the "SnapShot" button, it will snap back to T-pose for a second, and add keyframes for the changed joints.
 
SnapShot
 
2. "Set P/R/S Key"
 
"SnapShot" is used to make keyframes as few as possible, but sometimes you might want to have more control on what keyframes to be added. 
 
The "Set P/R/S Key" features enable developers to force adding position/rotation/scale keyframes for current selected joints.
 
For example, if you want to add rotation keyframes for ALL the joints of your model, 
(2.0) first, pose your model, (e.g:, click the pose in PoseManager)
(2.1) use Ctrl+LMB to click the root joint(e.g.: hips), it will select all its descendants;
(2.2) click the "Set R key" to make keyframes;

 

There is also a brief video showing how to use Pose Manager;