Pose
What it does
Pose drives a skeleton's joint rotations, either by hand (forward kinematics) or by solving toward a target position (inverse kinematics). In FK mode a rotation is dialled in per joint, in the parameter table or directly in the viewport, and ripples down the chain to every child joint. In IK mode a target is placed and the joint rotations that reach it are computed.
Dimensions matches the rig: 2D constrains rotation to Z, with XY position and scale; 3D unlocks full XYZ on every channel. The skeleton passes straight through to Skeleton Out with its posed rotations and world matrices, ready for a mesh, a Distance Field, or anything else bound to the rig.
When to use it
Hand-posing a character or rig joint by joint: Mode to FK.
A hand, foot or end effector reaching a point in space automatically: Mode to one of the IK options, with a Target wired.
A natural elbow or knee bend direction on a two-joint limb: IK Two Bone with a Pole Target.
Keying poses over time: pose here, then bake with Bake Keyframes.
| Parameter | Type | Default |
|---|---|---|
skeleton | OneOf([Collection]) | — |
mode | String | "FK" |
dimensions | String | "2D" |
pose_data | String | "" |
target | OneOf([Vec3, Collection]) | — |
pole_target | OneOf([Vec3, Collection]) | — |
chain_end | Number | -1 |
iterations | Number | 10 |
tolerance | Number | 0.100 |
ik_weight | Number | 1 |
Gotchas
IK CCD and IK FABRIK iterate toward the target. Raise Iterations for a tighter solve on long chains, and loosen Tolerance if the chain never quite settles. IK Two Bone solves directly and ignores both.
Chain End stops the IK solve partway down the skeleton instead of at the last joint. Leave it at -1 to solve to the end of the chain.
Ik Weight blends the IK solve back toward the FK pose. Lower it to soften a target snap instead of committing fully to the IK result.
Pole Target only affects IK Two Bone. On CCD and FABRIK chains it is ignored, so bend direction comes from the chain's rest pose and target position alone.
Worked example
Add a Skeleton and wire it into Skeleton.
Add Pose, keep Mode at FK, and rotate a joint in the table or by dragging it in the viewport. The children follow.
Switch Mode to IK Two Bone, wire a Target for the end effector and a Pole Target to set the elbow or knee direction.
Raise Iterations or loosen Tolerance if you switch to IK CCD/FABRIK and the chain does not fully reach.