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RuneFist Studios

Motion Lab

Available now

Pose with viewport handles

Pose the real Group rig directly and commit one native Undo edit on release.

Drag existing pivots, body controls, bend controls, and limb endpoints at the current playhead time.

7 min read

Select a connected pivot to bring its Motion Lab control into focus before posing.

01

Enable Pose Handles

  1. 1

    Enter Animate mode

    Open or create the animation and place the playhead at the pose time.

  2. 2

    Turn on Pose Handles

    Use the Animate top options bar. The focused rig appears on the model.

  3. 3

    Drag and release

    Drag a control, inspect the live preview, and release to commit the changed Group channels.

02

Choose how much rig to see

  • Focused keeps the full rig faint and reveals one narrow branch under the pointer or selection.
  • Selected Chain hides unrelated controls.
  • Full Skeleton keeps the whole rig visible with depth awareness.
  • X-Ray Skeleton intentionally shows the whole rig through geometry.
  • Circles are joints, squares are bend controls, and diamonds are endpoints.

03

Move the body and joints

  • Drag the character root, hips, spine, or chest to translate it.
  • Hold Alt while dragging an axial body handle to rotate it.
  • Drag an ordinary connected pivot to rotate that part.
  • Increase Body Follow when upstream pivots should share more of the drag.
  • Hold Shift for the larger position grid or Ctrl, Command on macOS, for finer snapping.

04

Aim bends and place limbs

Drag an elbow or knee role to control the bend direction. Drag a configured hand or foot endpoint to solve its connected upper and lower Groups.

The endpoint drives real limb rotations and clamps at maximum reach.

05

Control when keys are written

With Auto Key enabled, a successful release creates the needed keys at the playhead. With Auto Key disabled, Motion Lab updates only a matching key that already exists at that time.