> For the complete documentation index, see [llms.txt](https://docs.moviestorm.co.uk/firststage/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.moviestorm.co.uk/firststage/animation/posing-characters.md).

# Posing Characters

{% embed url="<https://youtu.be/lPdFqizi-eU>" %}

Proximity grab a puppet and you can move specific body parts to create poses.

For a humanoid, there are body parts to represent the following bones in the skeleton:

* Chest
  * Head
  * Bicep (Upper Arm)
    * Forearm (Lower Arm)
      * Hand
  * Thigh (Upper Leg)
    * Calf (Lower Leg)
      * Foot

To pose a puppet, with the Grabber selected:

* Move your hand into the puppet until a body part is highlighted in yellow.
* Press and hold the Trigger to grab the body part and move it, then release to set that position.

<figure><img src="/files/Xmend3QptaW6D0ql6712" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
Pose the body parts down the bone hierarchy to avoid having to re-pose body parts that can be affected by the movement of body parts further up the hierarchy.\
E.g/, Move the chest first to create the rough pose, then the bicep, then the forearm, and finally the hand.
{% endhint %}

### Fingers

You can pose fingers the same way. It can be helpful to scale out and make yourself smaller when adjusting fingers.

<figure><img src="/files/AogNUxLUD77j2qVn2IKo" alt=""><figcaption></figcaption></figure>

### Moving the Pivot

A puppet's **pivot** is the rigid centre of the puppet, also known as the **root** around which the skeleton articulates.

Whenever you remote grab a puppet, you are always grabbing the pivot.&#x20;

When working close, it is also useful to proximity grab the pivot without stepping back to allow remote grab. In the centre of the pelvis is a sphere handle which you can grab to move the pivot and the whole puppet rigidly.

<figure><img src="/files/dOvWV7Mc7SXh5dh1WR2z" alt=""><figcaption></figcaption></figure>

## Animating Poses

Posing a character will create a pose keyframe in an Animate Poses activity. Create an animation by changing time and posing the character again.

{% hint style="info" %}
Use the *Advance a beat* button on the [Transport Controls](broken://pages/3gSAArTbVTYTqVhkktzz) or the [Time Tool](/firststage/basics/core-tools/animator.md) to move time forward a constant amount (1/2 sec) each time. This can make it much easier to make animations that flow well.
{% endhint %}
