This quad menu has commands to assist in animation.
Lets you change the active reference coordinate system.
Sets a key at the current frame. Set Key or Auto Key do not need to be on.
Toggles the display of trajectories.
Opens the Reaction Manager dialog.
Deletes any existing animation keys for all selected objects, as well as any sub-object animation. Each object remains in its state at the frame in which you use this command.
For a hierarchy with history-independent (HI) IK applied to it, sets the preferred angle for each bone in the chain.
For a hierarchy with history-independent (HI) IK applied to it, copies the X, Y, and Z preferred angle channels of each bone and places them into its FK rotation subcontroller.
Stores the selected objects' current position, rotation, and scale as the skin pose. See Skin Pose Commands.
Causes the selected objects to take on the stored skin pose. See Skin Pose Commands.
Commands in this quadrant are meant primarily as aids to character animation. Use the Freeze commands to set the character's initial pose. Then you can later use the “to Zero” options to return to that initial pose.
Replaces the selected object’s or objects’ current Position and Rotation controllers with List controllers containing the Freeze Transform setup. This setup comprises a Frozen Position (Bezier)/Rotation (Euler XYZ) controller followed by a “Zero ...” controller, which uses the default controller for the transform (Position XYZ and Euler XYZ, respectively). Once you’ve “frozen” an object’s transform, you can return to its position and orientation as frozen with the Transform To Zero command (see following).
Controller setup before (left) and after (right) applying Freeze Transform
Replaces the selected object’s or objects’ current Rotation controllers with List controllers containing the Freeze Rotation setup. This setup comprises an Euler XYZ controller labeled “Initial Pose” followed by a second Euler XYZ controller labeled “Keyframe XYZ.” Once you’ve “frozen” an object’s rotation, you can return to its orientation as frozen with the Rotation To Zero command (see following).
Returns the object to the zero pose established by Freeze Transform (see preceding).
Transform To Zero works only if you have previously invoked Freeze Transform or Freeze Rotation.
Transforms the object back to the zero rotation established by Freeze Rotation (see preceding).
Rotation To Zero works only if you have previously invoked Freeze Transform or Freeze Rotation.