Steady poses
The steady pose allows the character to balance his arms, head, and back,
when the pose is dragged
to 100 percent, or when the pose is dragged onto the model before animation.
The steady pose slider can vary the intensity of the effect, according to
the position of the slider.

Each of these constraints are stored within the Steady pose. Let's
Begin:
Open up the PuttyDudeMillenium.mdl
Make a new action, and press the shift+J key twice to unhide all of the bones.
note: you can hide branches of bones by selecting a bone and pressing
the shift+'J' keys
Under the action Icon, in the project workspace, hide unused bones by pressing
the 'J' key.
The only ones that should be visible are:
head
Back2
LeftBicep
RightBicep
LeftArmSteady
RightArmSteady
SteadyHeadAndSpine
SteadyArms
What should be left should look like this:

Basically, the hand nulls(KHandRight and KhandLeft) are children of
the RightArmSteady and
LeftArmSteady bones. so when RightArmSteady and LeftArmSteady
move, the nulls move with them.
when they dont move, the nulls will appear to stay level when the body
moves.
Apply an Orient Like Constraint From the RightArmSteady
to the SteadyArms Bone.
Make sure the 'store roll' option is unchecked in the constraint properties.

Do the same thing for LeftArmSteady.

Add an Orient Like constraint from Back2 to SteadyHeadAndSpine
.
Make sure the 'store roll' option is unchecked in the constraint properties.
When using Goal Based Animation, these steady bones will keep the handnulls
in the same orientation.
The arm bones will be attached to the null, so when you move the back from
side to side,
the arms stay on the same level.
What if you want the arms to be steady when you apply the DragToAnimate_NothingIK
pose?
Apply an Orient Like Constraint from the BicepRight to Steady
Arms.
Be sure to press the Compensate Mode button before selecting SteadyArms
.

Do the same thing for BicepLeft. Be sure to press the Compensate Mode
button
before selecting SteadyArms

Make sure that you have Store roll unchecked.
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