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Posing Rigged Models

BEGINNER
📖10 min read

Introduction

Investigation scenes often need human figures placed in specific positions — a witness standing at a window, a person crouching behind a vehicle, someone walking across a street at a particular moment. You don't need to build these figures from scratch. Pre-rigged models (provided with this knowledge base, sourced from asset libraries, or obtained through other means) already contain the control system that lets you bend joints, rotate limbs, and position the body.

This page covers posing only — the process of selecting bones inside an existing rig and moving them into the position you need. We are not covering how rigs are built (that's rigging), and we are not covering how poses change over time (that's animation). The goal here is simpler: given a rigged human model, put it into a specific stance.


Pose Mode

Blender's dedicated mode for manipulating bones without editing the rig itself.

FK & IK

Two control methods: rotate each joint individually (FK) or drag an end target (IK).

Reference Matching

Position figures to match photographs, video stills, or witness descriptions.


What Is a Rig?

Rig Overview

A rig is a skeleton hidden inside a 3D mesh. It consists of bones arranged in a parent-child hierarchy — the pelvis connects to the spine, the spine connects to the ribcage, the ribcage connects to the arms, and so on. When you rotate a bone, the mesh deforms to follow it, the same way skin stretches over a real skeleton.

You don't interact with the mesh directly when posing. You interact with the bones. The mesh follows automatically through an Armature modifier that binds it to the skeleton.

The Example Rigs

The models available in this project share the same bone structure: 33 bones organized in a clean hierarchy.

Root bone (root) — the master control. Moving this moves the entire figure.

From the root, the hierarchy branches:

  • Lower body: pelvis_torsoControlpelvis_independentthigh.L/thigh.Rcalf.L/calf.R
  • Spine: pelvis_torsoControllumbar1lumbar2ribcage
  • Upper body: ribcageclavicle.L/clavicle.RupperArmforeArmhand
  • Head: ribcageneck1neck2head
  • Feet: rootfootControl.L/footControl.RfootArchfootIK

This naming convention follows the .L / .R suffix pattern for left and right sides, which is standard in Blender rigs. If you select a bone on the left side and press Ctrl + C then Ctrl + Shift + V, Blender mirrors the pose to the matching .R bone.


Entering Pose Mode

  1. Select the armature by clicking on the rig object (not the mesh). In the Outliner, this is the object with the stick-figure icon — named Male Rig or Female Rig in the example files.
  2. Switch to Pose Mode using the mode dropdown in the top-left of the viewport (where it says "Object Mode"), or press Ctrl + Tab with the armature selected.

In Pose Mode, the bones become selectable and color-coded. You can now rotate, move, and transform individual bones without affecting the underlying rig structure.

tip

If you accidentally enter Edit Mode on the armature, you're editing the rig itself (bone positions, hierarchy, roll angles). This changes the rest pose permanently. For posing, you should be in Pose Mode, not Edit Mode.


FK vs. IK: Two Ways to Move a Limb

Rigs typically use two control strategies, and the example rigs use both.

Forward Kinematics (FK)

FK means you rotate each joint individually, starting from the root of the chain and working outward. To pose an arm with FK:

  1. Rotate the clavicle (shoulder shrug)
  2. Rotate the upperArm (shoulder rotation)
  3. Rotate the foreArm (elbow bend)
  4. Rotate the hand (wrist angle)

Each bone affects everything below it in the chain. If you rotate the upper arm, the forearm and hand follow along because they're children of that bone.

The arms in the example rigs use FK. You pose them by selecting each bone in the chain and pressing R to rotate.

FK Arm Posing

Inverse Kinematics (IK)

IK reverses the process. Instead of rotating each joint, you grab an end-point target and drag it to where you want it. The solver calculates the joint angles needed to reach that position.

The legs in the example rigs use IK. The footControl.L and footControl.R bones are the IK targets — moving them positions the entire leg. The calf and thigh bones rotate automatically to keep the foot planted where you placed it.

This is why feet feel intuitive to pose: grab the foot controller, move it (G), and the knee and hip follow. It behaves like how you'd position a real foot — you place it on the ground and the leg adjusts.

IK Foot Control

When each is useful

FK (Arms)IK (Legs)
ControlPrecise per-joint rotationGoal-driven end-point placement
Best forExpressive arm gestures, pointing, holding objectsPlanting feet on surfaces, walking stances
WorkflowRotate each bone in sequence (R)Move the foot controller (G)

Key Bones and What They Control

Not all 33 bones need your attention for a basic pose. Here's a practical breakdown:

Body Core

BoneWhat it does
rootMoves the entire figure. Use this for global position and overall body lean.
pelvis_torsoControlControls the torso as a unit. Shift this to adjust the center of gravity.
pelvis_independentRotates the hips independently from the spine. Key for weight-shift and contrapposto.
lumbar1 / lumbar2Lower and upper lumbar spine. Subtle rotations here add natural curvature.
ribcageChest rotation and tilt. Twisting the ribcage relative to the pelvis creates natural torso rotation.

Head & Neck

BoneWhat it does
neck1 / neck2Two-segment neck. Use both for natural head turns — the neck doesn't rotate from a single point.
headHead tilt and rotation. Where the person is looking.

Arms (FK)

BoneWhat it does
clavicle.L / .RShoulder shrug and forward/backward reach. Often overlooked but important for natural poses.
upperArm.L / .RMain shoulder rotation.
upperArm_rotate.L / .RTwist along the upper arm axis (forearm supination/pronation origin).
foreArm.L / .RElbow bend.
foreArm_rotate.L / .RForearm twist (rotating the wrist without bending it).
hand.L / .RWrist angle.

Legs (IK)

BoneWhat it does
footControl.L / .RPrimary leg control. Move this to position the foot; the leg follows via IK.
footArch.L / .RFoot arch roll. Useful for tiptoeing or weight distribution.
footToes.L / .RToe bend.

Posing Step by Step

1. Start from the Ground Up

The difference between rest position and a posed state shows what bone manipulation achieves:

Rest Position
Posed State

The most natural way to build a pose is bottom-up:

  1. Position the feet using the footControl bones (G to grab). Place them where you want the person to stand.
  2. Adjust the root to set overall height and body position. Lowering the root with feet planted creates a crouching pose.
  3. Rotate the pelvis (pelvis_independent) for weight shift — in a natural standing pose, weight is rarely distributed perfectly evenly.
  4. Shape the spine using lumbar1, lumbar2, and ribcage. Small rotations across multiple spine bones look more natural than one large rotation on a single bone.
  5. Pose the arms from shoulder to hand: clavicleupperArmforeArmhand.
  6. Set the head direction using neck1, neck2, and head.

2. Use Reference

Load a reference image as a background image for your camera (or as a floating reference in the viewport via Add → Image → Reference). Pose the figure to match the reference as closely as possible. This is especially useful when you're reconstructing a specific moment captured in footage.

3. Check from Multiple Angles

A pose that looks correct from the front might be completely wrong from the side. Orbit around the figure frequently. Use Numpad 1 (front), Numpad 3 (side), and Numpad 7 (top) to check alignment from orthographic views.


Useful Operations

Rotate (R)

The primary posing tool. Select a bone and press R to rotate. Constrain to an axis by pressing R then X, Y, or Z. For local bone axis (usually what you want), press the axis key twice: RYY rotates around the bone's local Y axis.

Grab (G)

Move a bone in world space. Mainly useful for IK targets (foot controls) and the root bone. Avoid translating FK bones — they're designed to be rotated, not moved.

Reset Pose

  • Clear rotation on selected bone: Alt + R
  • Clear location on selected bone: Alt + G
  • Reset entire pose to rest position: Select all bones (A), then Alt + R and Alt + G

Mirror Paste

Pose one side, then mirror it:

  1. Select the posed bones on one side
  2. Ctrl + C (Copy Pose)
  3. Ctrl + Shift + V (Paste Mirrored)

This works because of the .L / .R naming convention.


Common Issues

The Mesh Doesn't Follow

If you rotate a bone and the mesh stays still, the mesh likely doesn't have an Armature modifier pointing to the correct rig. Select the mesh, check the Modifiers panel, and verify there's an Armature modifier with the right target object.

Joints Bend the Wrong Way

IK solvers can flip a joint if the pole angle is ambiguous — for example, a knee bending sideways instead of forward. Slightly pre-rotate the problematic joint (by giving the thigh a tiny rotation) to hint the solver in the right direction before moving the IK target.

Pose Looks Stiff

Real people don't have perfectly zeroed-out spines, symmetrical shoulders, or identical arm positions. Add slight asymmetry: shift weight to one leg, tilt the head a few degrees, rotate the ribcage relative to the pelvis. Even 2-3 degrees of offset makes a significant difference.

IK Foot Slides When Moving Root

If you move the root bone and the feet slide along instead of staying planted, that's expected behavior — the foot IK targets are children of the root. Move the feet back into position after adjusting the root, or position the root first and the feet second.


Investigation Context

Posing human figures in an investigative scene serves specific purposes:

  • Sightline analysis: Positioning a figure at a specific location to test what they could have seen from that vantage point and body position.
  • Witness account testing: Placing a figure in the position described by a witness to evaluate whether their account is spatially plausible.
  • Scale reference: A human figure at correct height provides immediate spatial context for distances and proportions in a scene.
  • Event reconstruction: Positioning multiple figures at specific moments to test whether described interactions are physically possible given the spatial constraints.

When posing for these purposes, accuracy of position and body orientation matters more than visual polish. A figure facing the wrong direction by 15 degrees could invalidate a sightline analysis. Document the rationale for the pose — what reference it's based on and what assumptions were made.


Documentation for Methodology

What to document when posing figures

In Your Method Section

  • Model Source: Origin of the rigged model (e.g., "BVI Knowledge Base example rig," "Mixamo," "custom scan").
  • Software Version: Blender [Version].
  • Body Dimensions: Any scaling applied to match known or estimated subject height.

In Your Decision Log

  • Reference material used for the pose (photo, video frame, witness description)
  • Specific bone rotations for key joints if precision matters
  • Assumptions about body position, stance, or orientation
  • Whether the pose represents a specific moment or a general position
  • Date the pose was created and last modified

Verification

  • Compare the posed figure against the reference from multiple angles
  • Verify the figure's eye-level aligns with the intended height above ground
  • Cross-reference with any available spatial measurements

Common Limitations

  • Pre-rigged models represent generic body proportions; they may not match the specific physique of a real individual.
  • Clothing, carried objects, and detailed hand positions are not represented by basic rigs.
  • Poses are static approximations of dynamic body positions.

Example Methodology Statement

"Human figures were positioned using the BVI reference rig (33-bone armature, IK legs, FK arms) in Blender [Version]. The male figure at Position A was posed to match the body orientation visible in Source B (CCTV frame at timestamp 12:04:32). The figure was scaled to [height] based on [reference]. Foot placement was set to ground level at coordinates [X, Y]. Torso rotation and head direction were estimated from the reference frame with an approximate accuracy of +/- 10 degrees."