List of Contents
Change the avatar pose by moving and rotating the avatar joint
Show Avatar Joints
- Hover over the Avatar Display in the 3D window, then click the Show Avatar Joints.
FK (Forward Kinematics)
You can adjust each joint individually to fine-tune the pose.
- Use the Gizmo to adjust the position and rotation by clicking on the joint.
IK (Inverse Kinematics)
You can adjust the specific joint, and the organically linked joints are automatically calculated to easily express realistic pose.
- Change the mode to IK in Avatar Joint window.
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Set the options as needed.
Option Description Full Body When a single joint is modified, it affects all other joints which are organically linked to the single joint. Body Part When a single joint is modified, only directly connected joints are modified. Constrain Joint Translation Activate the option to prevent unwanted movement of the selected joint caused by other moving joints. However, for natural modification of the Avatar, the constrained joint may move slightly. Constrain Joint Rotation Activate the option to prevent unwanted movement of the selected joint caused by other rotating joints. However, for natural modification of the Avatar, the constrained joint may rotate slightly.
- Use the Gizmo to adjust the position and rotation by clicking on the joint.
* If the joints and axes of the avatar are symmetrical, you can adjust the joints symmetrically by clicking the symmetric button next to the Gizmo.
📝 Note:
- Human IK created in other 3D software is not compatible with CLO.
- To import avatars created in other 3D software, the avatar must have the same bone structure and names.
- To refer to CLO avatars' bone structures and names, please download the files below.
Set Joint Size
Set the joint size smaller to make selection easier on avatars with a lot of joints.
- Enter the size in the Avatar Joint window.
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