Posing & Rigging

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A chain can be posed like a skeleton: links keep their lengths, so a raised arm stays an arm. Build in a rest pose such as a T-pose, check silhouettes in action poses, and go back to the rest at any time. The chain can also become Sculpt's Pose joints, to pose the mesh made from it.

The four views of a biped chain whose right arm has been raised above shoulder height in Pose mode
One drag in the Front view raised the hand; the arm followed.

Pose mode

Choose Pose in Building, then drag a ball in any view:

GestureWhat it does
Drag a ballReach: the ball goes where you drag it and the limb bends to follow, like a hand pulled by its wrist.
Shift+drag a ballSwing: the ball's branch turns about its parent, rigidly.
Ctrl+drag a ballTwist: what hangs below the ball turns about the view's axis as you move sideways.

With the Mirror on, a pose on one side is mirrored on the other, and balls on the mirror plane stay on it.

The Chain Pose section

The Chain Pose section open: Rest Pose, Keep Pose, To Pose Joints and From Pose Joints
The Chain Pose section.
ControlWhat it does
Rest PosePuts every ball back where it was before the chain was posed.
Keep PoseMakes the pose the chain's rest: Rest Pose comes back here from now on.
To Pose JointsAdds the chain to Sculpt's Pose joints: a joint per ball, a set per branch, each joint's range its ball's size — to pose the mesh sent from it.
From Pose JointsMakes a new chain from Sculpt's Pose joints, a ball per joint, as they stand now.

A rigged model

With With Pose joints on in Send to Sculpt (it is on by default), sending the chain also makes its Pose joints in Sculpt, so the mesh can be posed at once with Sculpt's Pose tool. Its settings accordion has Export Rigged glTF... , which saves the mesh in its rest shape as a skinned glTF: a bone per joint and the joints' weights as its skin, ready to pose and animate in another program.