Pose mode vs Object mode

Just to confirm, this is being animated in Object mode, not in Pose mode, correct?

I know the rule you mentioned for characters in the beginning of the course is that we always animate in Pose mode, but when do you draw the line on going through the process of rigging it for animation in Pose mode?

Let's say props... models that are not meant to be animated in complex ways (like a chair, a vase, or a trophy). Would you still add a root bone to make these simple translation/rotation animations, or would you just go straight with object mode and call it good?

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  • Martin Bergwerf replied

    Hm,

    Wayne will be able to answer this better than I can, but, in this example, I'd guess that, because it is only 1, non-deforming Object, there wouldn't be any advantage in using an Armature. It would just be more work.

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  • Dwayne Savage(dillenbata3) replied

    If it has an armature then you animate in pose mode. Simple object transforms can be animated directly. Since Blender 2.80 you have the ability to select multiple armatures and switch to pose mode. This is only important if you have Lock Object Modes checked(It is by default). So, if you want to add an armature for all animated objects you can. Now the question on to Root bone or not to Root bone. If it's something that wouldn't have an offset  then you don't need a root bone. Some riggers always add a root. 

    I only animate in blender and I prefer to work with armatures so I always use an armature. Even if it's only 1 bone. Take a chair. Is it part of a dining set? then you can combine the chairs and table into a single control armature for animating. I like this because you can easly reset the table and chairs to a default starting point(Reset positon in blender terms). If you animated each object separately then you have to go thru and move them manually back to default positon. Note: I know you can use Delta Transforms and an empty to set a default position, but I still prefer an armature. 

    Note: For those who don't know what I mean by a control armature. A control armature is the armature with the controls that the animator uses. The controls can control other armatures and/or objects. The Dinning table and chairs example. You can have an armature for each chair and the table with a single child of constraint. Set the constraint to the desired control armature. The control armature would have a bone for each chair and the table in starting location. This way you put all  reusable animations on the control armature. With this setup you can switch out chairs and table easily and can use the reusable animations. 

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  • Nathi Tappan(nathitappan) replied

    Cool! That makes sense! Thank you guys!

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  • Wayne Dixon replied

    Hey Nathi,
    Only armatures have Pose mode.  Normal boring objects do not.
    The advantages of Pose mode is the advanced animation tools and hotkeys etc.

    If you need to animate something complex - an armature is the way to go.

    If it's a simple prop that doesn't need to bend, twist, S&S etc - then you can animate the object (or an empty that the object is parented to)
    Most of the time you wouldn't add a 1 bone armature unless it was a prop that you needed to use in many different shots.

    It comes down to what ever is the quickest/easiest for the project.

    Good animators have a lot in their bag of tricks so you don't need to rig simple things - they will get it done.

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  • Nathi Tappan(nathitappan) replied

    Got it! It makes sense. Thank you Wayne! 

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