FoundryInk Academy Academy / Animation course
Animation course

Vitruvian Poses

Bones are brilliant at bending, but some poses are simply out of reach. An arm can rotate all day and still never point straight at the camera, because that pose sits in a different plane. Vitruvian poses solve this by letting one limb carry several complete alternatives, and you swap between them with a single picker on the stage. This page builds a straight, bent, and raised arm set from scratch.

Read time about 11 min

1The problem bending cannot solve

Your rig is a flat, side-on skeleton, so every bone rotates in the same plane as the drawing. That is perfect for a wave or a reach, but it falls apart the moment you need a limb to come toward the viewer, foreshortened, or fold in a way the flat art was never drawn for. Vitruvian poses give one limb a small set of alternative bone-and-art setups, and only one is ever visible at a time. Each setup is a completely different pose for the same arm.

Kitt with his raised arm showing, picked as Upper arm L raised in the Vitruvian poses list.
Kitt with his raised arm showing, picked as Upper arm L raised in the Vitruvian poses list.See the full screen
If a pose can be reached just by rotating the existing bones, you do not need this. Reach for Vitruvian poses only when the shape itself has to change.
Pro note
A flat rig can only pose in the drawing's plane. Vitruvian poses let an arm break out of that plane and point at the viewer.

2How it differs from a smart bone

It is easy to confuse this with a smart bone, so hold the difference in mind. A smart bone blends a correction smoothly as a dial turns, so it is for tweaks that ease in and out. A Vitruvian pose is a hard choice: pose A or pose B or pose C, with nothing in between. Because there is no blend, the swap reads as a clean cut on the timeline, which is exactly what you want for a snappy gesture change.

A Vitruvian group row in the rig editor: #1 Upper arm L / Upper arm L raised.
A Vitruvian group row in the rig editor: #1 Upper arm L / Upper arm L raised.See the full screen
Rule of thumb: smooth deformation wants a smart bone; a discrete swap of the whole limb wants a Vitruvian pose.
Pro note
A smart bone blends the change smoothly; a Vitruvian pose cuts to it. Pick the one that matches how you want the change to feel.

3Start in Rig mode

All the skeleton work happens in Rig mode, the banner mode that edits the rest skeleton and touches nothing on the timeline. Switch to it before you add a single bone, because anything you build here becomes part of the character's default anatomy rather than a keyed pose. If the banner shows Animate mode or Test mode, click back to Rig mode first. You want a calm, timeline-free workspace while you lay out the alternatives.

The Rig mode banner above the canvas in Draw and rig.
The Rig mode banner above the canvas in Draw and rig.See the full screen
In Rig mode the playhead is irrelevant. Nothing you do to bones here will land as a keyframe, so you can experiment freely.
Pro note
Rig mode is the workshop. Build the skeleton here, then take it to the stage to animate it.

4Build the first alternative: the straight arm

Grab Add Bone and lay in your baseline pose, the ordinary straight-down arm, dragging from the shoulder to the elbow and then elbow to wrist so the second bone parents to the first. This is the arm the character wears most of the time, so build it cleanly and name the bones in the Bones panel Name field (something like arm-straight-upper). Keep the chain tidy, because you are about to build two more chains in the same space. This first set is your fallback pose.

The ordinary arm's first bone, named Upper arm L in the Bones panel.
The ordinary arm's first bone, named Upper arm L in the Bones panel.See the full screen
Selected bone becomes the parent when you drag the next one, so click the upper arm before dragging the forearm to keep the chain in order.
Pro note
Name your bones as you go. Future you, staring at eight bones called Bone 1 through Bone 8, will send a thank-you note.

5Build the bent and raised alternatives

Now add two more arm chains in the same shoulder area with Add Bone: one folded into a bent elbow, and one raised so the hand comes forward toward the camera. These are full alternatives, not just rotations of the first, so give each its own bones and its own artwork on separate points or sub-layers. Name them clearly (arm-bent, arm-raised) in the Bones panel. At this stage the stage looks a mess with three arms overlapping; that is expected and about to be cleaned up.

The second version's bone, Upper arm L raised, with its own chain in the Bones panel.
The second version's bone, Upper arm L raised, with its own chain in the Bones panel.See the full screen
Each alternative can carry its own drawn art. Use Bind Points or Flexi Bind so the raised-arm drawing follows the raised-arm bones and nothing else.
Pro note
Three arms at once looks unhinged right now. Trust the process, only one survives on screen at a time.

6Bind each alternative to its own bones

For the swap to look clean, each alternative's artwork must move with only its own bones. Select the points that belong to the raised arm and use Bind Points to lock them to that chain, or Flexi Bind if you want the points to flow smoothly along the chain instead of snapping to the nearest bone. Repeat for the bent arm and the straight arm. If you skip this, hiding one pose will drag the wrong points around and the whole thing will look broken.

Bind Points on the rig tool rail.
Bind Points on the rig tool rail.See the full screen
With Bind Points picked, the hint says to select points in Draw, then click the bone to lock them.
With Bind Points picked, the hint says to select points in Draw, then click the bone to lock them.See the full screen
Flexi Bind gives softer, more organic bends along a chain; Bind Points is crisper. For a stylised arm, either is fine, just be consistent.
Pro note
Binding is the boring bit that makes the rest work. Do it carefully now, save yourself a debugging headache later.

7Open the Vitruvian poses panel

With all three chains built and bound, open the Vitruvian poses panel. This is where you tell the rig that these separate chains are actually one limb with different poses. The panel lists your bones with a tick box beside each, and a grouping button that reads Group (pick 2+) until you have selected at least two. Nothing has changed on the stage yet; you are just about to declare the relationship.

The Vitruvian poses panel under the Bones panel, with every bone listed and Group (pick 2+).
The Vitruvian poses panel under the Bones panel, with every bone listed and Group (pick 2+).See the full screen
You can still see all three arms on the stage at this point. Grouping is what collapses them down to one visible at a time.
Pro note
This panel groups the alternatives. Tick the arms you want joined, then group them into one limb.

8Tick the alternatives, then group them

Tick the box next to each bone that represents an alternative of the same limb, so the straight, bent, and raised upper-arm bones all get a tick. As soon as two or more are ticked, the button changes from Group (pick 2+) to Group N bones, showing your count. Click it, and the panel creates a new group row labelled #1 with the members joined by a slash, so you might see arm-straight / arm-bent / arm-raised. That single row is now your limb, and only one of its members will show at a time.

Upper arm L and Upper arm L raised ticked, and the button reading Group 2 bones.
Upper arm L and Upper arm L raised ticked, and the button reading Group 2 bones.See the full screen
The new group row, #1 Upper arm L / Upper arm L raised.
The new group row, #1 Upper arm L / Upper arm L raised.See the full screen
Tick the top bone of each alternative chain (the one the rest parent to). The whole chain and its bound art travels with it.
Pro note
The moment you click Group, two of your three arms vanish. That is not a bug, that is the point.

9The Active pose picker on the stage

Look at the stage: there is now an Active pose picker for your group (its options read Pose 1, Pose 2, Pose 3, one per member in order). This little control is how you choose which alternative is visible right now. Flip it and watch the arm snap from straight to bent to raised. The picker order follows the order the bones sit in the group row, so Pose 1 is your first ticked member.

The Vitruvian poses list in the Draw tab, with Upper arm L chosen for the group.
The Vitruvian poses list in the Draw tab, with Upper arm L chosen for the group.See the full screen
The picker is on the stage, not buried in a panel, so it is always at hand while you animate. That is deliberate; you will be reaching for it a lot.
Pro note
One little dropdown, three completely different arms. Click through them a few times just to enjoy it, I did.

10It keys, so the swap animates

Now the payoff. Switch to Animate mode, turn on Auto-key, move the playhead to the frame where the gesture should change, and pick a new option in the Active pose picker. The choice lands as a keyframe at that frame, so during playback the arm holds one pose and then cuts to the next exactly when you asked. Because a Vitruvian swap is a discrete choice, it does not tween; it pops on the frame you keyed, which is perfect for a sharp accent.

At Frame 33 the list reads Upper arm L, so the ordinary arm shows.
At Frame 33 the list reads Upper arm L, so the ordinary arm shows.See the full screen
A Vitruvian change is always an instant cut, never a blend. If you need it to feel soft, sell it with anticipation on the frames around the swap, not with the swap itself.
Pro note
Time the pop to an accent: a word, a beat, a gasp. A well-placed cut hits harder than any smooth tween.

11Worked example: the arm that points at you

This is the classic case that bending can never fake. Your straight and bent arms sit in the flat side-on plane, but the raised alternative was drawn foreshortened, with the hand large and the forearm short, so it reads as pointing out of the screen. Set the playhead to the punchline frame, pick the raised Pose, and the arm jumps out at the reader. No bone rotation on Earth would have produced that; you needed a genuinely different drawing, and Vitruvian poses let you hold it in the same rig.

At Frame 39 the list reads Upper arm L raised, and the raised arm shows instead.
At Frame 39 the list reads Upper arm L raised, and the raised arm shows instead.See the full screen
Draw the camera-facing arm with real foreshortening: big hand, short forearm, overlap at the elbow. The illusion of depth is all in that art.
Pro note
An arm reaching out of the panel is a cheap trick that never stops working. Readers flinch every time. Use it shamelessly.

12More than one group per character

A character can carry several Vitruvian groups at once: one for each arm, one for each leg, even one for a head that turns to a three-quarter view. Build each set of alternatives, tick its members, and click Group N bones again to create #2, #3, and so on. Every group gets its own Active pose picker on the stage, so you can drive the left and right arms independently. Keep your bone names descriptive, because with two arms and two legs the panel fills up fast.

The Vitruvian poses heading in the Draw tab, with one list per group.
The Vitruvian poses heading in the Draw tab, with one list per group.See the full screen
Each group is fully independent. Switching the left arm's pose never touches the right arm's, so you can choreograph both hands freely.
Pro note
Left arm pointing, right arm on the hip, one leg mid-stride. Give each its own group and you can pose a whole action beat.

13Editing and deleting a group

Changed your mind about a group? In the Vitruvian poses panel each row carries a Delete Vitruvian group control, which dissolves the grouping and returns the bones to being ordinary, separately visible chains again. Deleting the group does not delete the bones or the art; it just removes the one-at-a-time relationship. If you want to add a fourth alternative later, build the new chain, tick it alongside the existing members, and regroup. Treat the group as a lightweight label over your bones, not a cage.

The trash button at the right end of a Vitruvian group row.
The trash button at the right end of a Vitruvian group row.See the full screen
Because deleting a group leaves the bones intact, it is a safe way to reorganise. You can always regroup a different combination afterwards.
Pro note
Deleting a group is reversible in spirit, the bones stay put. So do not be precious, try different combinations.

14What good looks like

A well-built Vitruvian limb feels invisible: the reader never notices three arms exist, they just see one arm doing something impossible. The tells of a good setup are clean binds (no stray points twitching when you switch), sensible names, and swaps that land on story beats rather than at random. Play the animation at full speed and watch only the shoulder join; if the transition reads as a deliberate accent and not a glitch, you have nailed it. If it reads as a flicker, move the key to a stronger beat or add a held frame on either side.

Test the swap at real playback speed, not by scrubbing. A pop that looks jarring frame-by-frame often reads as perfectly snappy in motion.
Pro note
The best rig work is the kind nobody can see. When readers just believe the arm, take the credit.

Build a Vitruvian limb

Rig, group, swap. Links into the app. Saved on this device.

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Quick questions

Only when the pose cannot be reached by rotation, such as a limb foreshortened toward the camera or a fold the flat art was never drawn for. If a simple rotation gets you there, you do not need a group at all.

A smart bone blends a correction smoothly as a dial turns, so it is for soft, easing tweaks. A Vitruvian pose is a hard choice between complete alternatives with nothing in between, so the change reads as a clean cut.

No. A Vitruvian swap is a discrete choice, so it pops instantly on the frame you key it. That is by design. Time it to an accent, and sell any softness with anticipation on the surrounding frames.

In Animate mode with Auto-key on, move the playhead to the change frame and pick a new option in the Active pose picker on the stage. The choice lands as a keyframe, so playback cuts to the new pose there.

Yes. Build alternatives for each limb and click Group N bones for each set. Every group gets its own Active pose picker on the stage, and they are fully independent, so both arms can be posed separately.

No. Delete Vitruvian group only removes the one-at-a-time relationship. The bones and their bound artwork stay exactly where they were, and you can regroup a different combination whenever you like.

That is expected. Until you tick the members and click Group N bones, the chains are ordinary separate bones and all their art is visible. Grouping is precisely what collapses them to one visible pose at a time.

Beyond the flat plane

Your flat puppet can now break its own plane, folding, foreshortening, and pointing right out of the panel. That is a trick readers feel long before they understand it. Next we push depth the other way and move a camera through your scene.