Animations become messed up after rotating whole object. Is there an absolute (non-relative) posing mode or something? (Beginner)
I manually create keyframes with an option to include whole bone system of posed character. I wish to render animations of this character from 8 different angles, so I tried rotating it in object mode, but animations become messed when character rotation is different from original. I understand, that when I was posing bones, they must have calculated absolute viewports transform values.
Is there a way to pose armature relative to itself, so I could apply global transform to whole character and not mess up animation ? Or do I have to manipulate only camera to take all angles ?
Generally when you parent the mesh to the armature using Ctrl P the mesh object becomes child of the armature object (and vertex groups get relations with bones), so keyframing the whole armature in object mode should do what you're looking for.