Motion Lab
Available nowPose 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
01
Enable Pose Handles
- 1
Enter Animate mode
Open or create the animation and place the playhead at the pose time.
- 2
Turn on Pose Handles
Use the Animate top options bar. The focused rig appears on the model.
- 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 an endpoint on a connected two-part arm or leg to solve its upper and lower Groups. A manually added endpoint does not need its own hand or foot role.
Existing saved manual endpoints use the same behavior. You do not need to recreate the Pivot Skeleton or rename bones just for IK.
05
Control when keys are written
With Auto Key enabled, a successful release creates the needed keys at the playhead. When that is the first key on a channel and the playhead is after zero, Motion Lab also adds a neutral key at time zero so the pose does not hold backward through the start. With Auto Key disabled, Motion Lab updates only a matching key that already exists at that time.
