Setting Up to Animate

When you first open up a 2001 rigged model to animate, you are presentedwith a few choices.
There can be many poses in the model, depending on how complex it is (and how many appendages it has).

Poses hide or show certain controls when they are dragged on before an animation.
A good example of this is the Drag To Animate_nothingIK pose.

Poses can also affect the behavior of the control bones, when they are moved around in the pose slider
A good example of this is the Balance, and Steady poses.
The most basic poses are presented here, and not exactly in the same order.

Some poses are there to separate the different aspects of the system into logical groups,
such as fan bones, or kinematic constraints. This is done to make it
easier to trouble shoot problems that arise.

key buttons
In order for these poses to work, you must first make sure that the Key Constraints, Key pose slider,Key other
and Key Model turned on. If you delete the first keyframe of an animation on Frame 0, then you will have to drag on
the pose again.

There are 3 poses you should initally pay attention to.  They are:

nothing IK

This pose is the absolute bare bones minimum, with nothing applied.
Dragging this pose on will show you the entire skeleton.  From here,
you can do anything you want to the skeleton: add constraints, do forward
kinematic animation,  set up a custom constraint system (Especiallyfor that one
special scene you have to animate, where putty dude falls out the windowand does a
triple backflip before exploding).

justlegs IK

During some animations, the only thing constantly contacting the ground is the character's feet.
When the feet are contacting, they should hold still.
When this pose is dragged on, Inverse Kinematic constraints are only applied
to the Legs of the character, with nothing applied to the arms.

everything IK

This is the ideal default pose for those who wish to animate everything with Inverse Kinematics
(sometimes it's called Goal-Based Animation).  Dragging this pose on willmake the arms and legs
behave correctly when you grab the hand and feet targets.

Optional Poses

These poses can be dragged on or turned on in the Pose Sliderwindow . These
poses were made to adjust to the different animation styles, and possibly assist you as
you animate.


This pose is applied to steady the arms, back, and head - keeping them in the same orientation when you
move the body around.  The closest equivalent to this in the real world is balancing a plate on your head or hands.
This pose can be dragged on or applied in the Pose Slider window


When this pose is active, it automatically  centers the hips between the legs, when you move the feet apart
This pose can be dragged on or applied in the PoseSlider Window.

Balance Rigid

This pose influences the way the legs move the rest of the body.  When a character is walking, the
leg movement affects the hip position, pushing it out of the way.  The ranges you can get vary from a subtle
weight shifting, to an outright Goose step. This pose is applied in the Pose Slider Window

LeftHandLock and RightHandLock
lock arms

These two poses that lock the hand targets into place.  The main uses for these are for when a character needs
to set their hands on a stationary object, such as a table or chair.  When this pose is active, you will have to
move the hands back into their proper orientation, as well as do the same when you turn off the poses.
These poses can be dragged on or applied in the Pose Slider Window .

Do Not touch??   Why not?

There are a couple of poses in the 2001 rig labeled  with the suffix DoNotTouch.
These poses contain constraints that affect how the 2001 rig works.  DoNotTouch is
simply a reminder that  these poses are not meant for dragging on or activating in the
pose slider window. They help the DragToAnimate poses do their job.  Unless you
are setting up a character, it is a good idea to leave these poses alone.


Depending on how festive you feel, it would be pronounced "OLAAH!", but it stands for
Orient Like_ Aim At fans.  This pose contains all the constraints that make the mesh on your
model behave correctly, plus some other constraints that dont affect themesh,such as the balance bones.
  When you constrain certain joints, like elbow areas, andwrist areas withextra orient bones(called fans).


This pose is the magical pose that makes the legs behave properly. constraints for the leg control bones
go in this pose.  when problems come up with the legs not moving where you expect them When you grab the
feet controls,  this is the poseto look in for the leg controls.


This is the magical pose that makes the arms behave properly.  all constraints for the arm
control bones go in here.  when problems come up with the arms not moving where you
expect them, look in this pose.