Rigby2DDocs

Animation

Poses and face controls

The pose library stores poses you reuse: expressions, hand shapes, mouth shapes, a character's idle stance. Face controls are sliders that blend between poses, so a single slider takes a face from happy to thinking. Both live at the bottom of the inspector, in Poses & face controls.

NILA's three face poses: Happy, Surprised and Thinking
NILA's pose library: Happy, Surprised and Thinking, each a saved pose of bones and image swaps

#The pose library

The Poses & face controls section with NILA's three poses and her Mood slider
Three poses and one face control in NILA's project

#Saving a pose

  1. Pose the character. Select the bones the pose is about (for a face: the head, brows, eyes, pupils and mouth), or select nothing to save every bone.
  2. Type a name and press Save pose (Save pose (all) with nothing selected).

A pose stores the bones' transforms and the images their slots show, so mouth shapes, eyes closed or open, and hand drawings are part of it.

#Using a pose

ButtonDoes
ApplyPuts the pose on the rig, at the Apply at amount (0 to 100%). In Setup mode it changes the setup pose; in Animate mode it sets keys at the current frame.
UpdateReplaces the pose with the current pose of the same bones.
✕Deletes the pose.

Applying at less than 100% blends from the current pose toward the saved one: a half smile, a slight lean.

#Face controls

Face controls are sliders (in the Film workspace) that blend from one pose to another. Use them to build a face rig: Brows up, Eyes closed, Mouth open, or a Mood slider from happy to thinking.

#Adding a control

Save the poses first. Then, under Face controls, type a name, choose the pose it blends to, and press Add control. A control blends from the setup pose to its pose; choose a from pose to blend between two poses instead (NILA's Mood goes from Happy to Thinking).

#Using a control

  • In Setup mode, dragging the slider blends the setup pose.
  • In Animate mode, dragging the slider keys the blend at the current frame.

Rotations take the short way round, and image swaps switch at the halfway point, so eyes close and mouths change cleanly in the middle of a blend.

#Lip-sync from loudness

Each control has a Lip-sync button: it keys the control on every frame from the loudness of the animation's first audio track. A Mouth open control then opens on speech and closes in silence. For mouth shapes per sound, use viseme lip-sync instead.

#Poses in exports

Poses and face controls are editing tools: they are saved in the .rigby file but not in skeleton exports. What they produce (keys and image swaps) is ordinary animation data, so it exports and plays in every runtime.

#Through MCP

save_pose, apply_pose, delete_pose, add_face_control, set_face_control and delete_face_control work on .rigby files. See the MCP tools.

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