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Posing With Constraints

Use the viewport handles to guide the parts of the pose that matter. Each active constraint describes an intended position or orientation, and AutoPose adapts the rest of the body around it.

Switch the panel to AutoPose and press Start AutoPose. The handles appear and the viewport is now listening to you.

Press Esc, or the same button again (now reading Finish AutoPose), to end the session. Finishing keeps the current pose on your rig’s own FK controllers. Nothing is lost by leaving, and nothing has to be committed first.

A character with AutoPose constraint handles visible
A running session
the handles AutoPose can be directed with, drawn over the character.

A constraint is a guide for one joint. “Bring this wrist toward here.” “Turn this foot toward this orientation.” AutoPose considers every active guide and produces the body pose that satisfies them best while staying close to the pose that was visible when the current drag began.

Three things follow from that, and they explain most of what you will see:

Untouched joints are free

Anything you have not constrained is allowed to move. That is what lets one drag change the whole body.

Active constraints keep applying

A constraint you placed earlier still guides every later solve. It does not stop mattering after the drag ends, but it can shift when the pose has competing instructions.

Fewer is usually better

Each active constraint reduces how freely AutoPose can adapt the remaining body. Use only the constraints that define the pose; three or four is often enough.

The constraints are soft rather than exact locks. When constraints conflict, the control you are currently dragging takes priority and the other active targets may move enough to make the pose work.

One drag, whole-body response
the wrist being pulled across the viewport while arm, shoulder, and spine settle around it.

Every handle can be one of these. The type decides what the handle is telling AutoPose. The swatches show the default viewport colours, which you can change in Preferences.

TypeColourWhat it controlsWhere you can use it
PositionGuide this joint toward a pointAny joint
RotationGuide this joint toward an orientationAny joint
Look AtOrient this part of the body toward a targetHips, chest, and head
WorldMove the whole character in the sceneThe character as a whole

Switch a handle between Position and Rotation by holding Alt and clicking it, or with the two buttons at the top of the panel when it is selected. Switching type does not move the pose.

Position, rotation, and look-at
Alt-clicking to switch a handle's type, then aiming the head with its look-at target.

The hips, chest, and head each carry an extra Look At target on top of their normal handle. Drag the target to orient that part of the body toward a point in the scene.

Look-at is complementary rather than exclusive: a joint can have a position or rotation constraint and a look-at at the same time, and the two are manipulated independently. It is the natural tool for eyeline, for turning the chest into or away from an action, and for keeping the head engaged with something in the scene while the body does its own thing.

The world control is the large light-blue ring around the character’s feet. Drag it to move the armature object in the scene without changing the pose.

Each state and type has its own colour, and all of them are yours to change under Preferences → Viewport Controls.

A resting control is slightly transparent. Hovering makes it brighter and shows a small card with the joint name, constraint type, current state, and the shortcut available at that moment. Active constraints have an extra ring around the handle.

Colour roleMeans
PositionA position constraint
RotationA rotation constraint
Look AtA look-at target
WorldThe character world control
FrozenThis handle is locked against editing
Hover accentThe pointer is over this handle
Active accentThis handle is the one being manipulated
Do thisTo get this
LMB drag on a handleMove a position handle, or manipulate the active rotation or look-at handle
LMB click on a handleSelect and activate it, then show its gizmo
Shift + LMBAdd another position handle to the selection group
G with a handle selectedSwitch it to Position and begin moving it
R with a handle selectedSwitch it to Rotation and begin rotating it

Position handles can be moved as a selected group; rotation and look-at handles are manipulated one at a time. All handle transforms support Blender’s familiar controls: type a number, press X, Y, or Z to constrain an axis, hold Shift for a fine adjustment, or right-click to cancel.

Ctrl + Z undoes the last AutoPose drag or constraint change. Ctrl + Shift + Z redoes it.

While a drag is still in progress, press RMB to cancel it and return to the pose from before that drag. Restore is different: it returns to the checkpoint saved with Set Base.

Three different ways to get a handle out of your way, for three different reasons.

RMB on an active handle deactivates it. The constraint stops conditioning the solve, and the pose does not move when you do it.

Use it when a constraint has done its job and you want the joint free again for the next drag.

You can also do it from the panel with the Deactivate button, or clear every constraint at once with Clear.

Freezing, deactivating, and hiding
a placed hand frozen, a constraint deactivated with RMB, hidden, and brought back with Alt+H.

The panel mirrors what the viewport is doing, and adds the bulk operations that are awkward to do by hand.

The Constraints section of the AutoPose panel
The Constraints panel
the type buttons, the state buttons, and the active count in the header.
ControlWhat it does
Active countHow many constraints are currently conditioning the solve, up to the maximum of 16
?Opens the shortcut list, using your own bindings
AutoPose / Manual PoseSwitches between the two posing modes
Position / RotationSets the type of the selected handle
Activate / DeactivateTurns the selected constraint on or off without moving the pose
Freeze / UnfreezeLocks or unlocks the selected handle
Mesh-aware OcclusionDims handles that sit behind the character’s mesh

Expand Constraint Manager for the full list, grouped into Leg R, Leg L, Arm R, Arm L, and Spine. Every joint AutoPose knows about is in here, with its look-at target listed beneath it where one exists.

Use the controls in each body section as follows:

ControlEffect
Section arrowExpands or collapses that body section without changing any constraint state
Section countShows how many constraints are active in that body section
Section eyeShows or hides every handle in the section; visibility does not affect the solve
Section lockFreezes or unfreezes every visible handle in the section without changing which constraints are active
Section XDeactivates every active constraint in the section without changing the current pose
Constraint rowSelects that handle in the viewport; Look At controls have their own rows where available
Row eyeShows or hides only that handle
Row lockFreezes or unfreezes only that handle

The buttons beside the full list apply the same visibility and freeze actions to all handles, rather than one body section.

The Constraint Manager list expanded
Constraint Manager
the body sections with their constraints and per-row visibility toggles.

Sometimes a pose needs something AutoPose is not for: a finger curl, a facial control, or one bone nudged by two degrees. Press Shift + R, or use the Manual Pose button, and the handles step aside so you can work on the rig directly in Blender’s own Pose Mode.

While you are in Manual Pose, the panel says so plainly and offers one large button back. Nothing is solving, and every normal Blender tool behaves the way it always does.

Press Shift + R again, or Return to AutoPose, to bring the handles back. Your manual edit stays visible and becomes the starting pose for the next drag. It does not replace the saved Restore checkpoint.

Manual Pose and back
a detail fixed with the rig's own controls, then AutoPose resumed with the edit kept.