However, if we look at this situation:
We want to bend character's upper body back. Obviously, the characteris upper body is where all polys above the pelvis node.
In 3DSMAX/MAYA, we can directly rotate the Pelvis-to-Spline1 bone to achieve this upper body bending.
However, in Rig-Pose node here, we cannot do that directly cause we cannot select bones, we can only select joints.
For example, in this picture
The way I bend the upper body is to: Translate the spine1 joint backwards and downwards and then rotate it. That's not very enjoyable cause I cannot guarantee a persistent bone/segment length. I might add/reduce length of bones.
In other words, If I want to do this by rotating the pelvis node, how do I prevent FK chain to the foor joints?
But anyway, directly rotating bones/segment looks much cleaner. We can select bone/segment in skeleton node and rotate(despite it actully does not rotate it), but we cannot do that in rig-pose node.
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