Reze Studio gives you three complementary ways to pose a bone: the rotation and translation sliders in the Properties Inspector for precise, axis-locked adjustments; direct numeric input by clicking a slider’s value field and typing a number; and the 3D viewport gizmo — coloured rings and axes that let you sculpt the pose spatially with your mouse. Each path writes to the same keyframe at the current playhead frame, so you can mix and match mid-pose without losing anything.Documentation Index
Fetch the complete documentation index at: https://mintlify.com/AmyangXYZ/reze-studio/llms.txt
Use this file to discover all available pages before exploring further.
Selecting a Bone
Before you can pose anything you need to tell the studio which bone to work with. There are three equivalent ways to make that selection.Bone list (left panel)
Click any bone name in the Bones tab of the left panel. The entry highlights in blue, the Properties Inspector on the right populates with that bone’s sliders and keyframe list, and the 3D gizmo appears at the bone’s pivot in the viewport.
Dopesheet row
Click a bone’s label in the dopesheet rows at the bottom of the screen. The selection synchronises with the left panel and inspector automatically.
Using the Sliders in the Properties Inspector
With a bone selected the Properties Inspector shows two slider groups: Rotation (°) and Translation.Rotation
Rotation values are stored internally as quaternions (Quat) and displayed in Euler YXZ order in degrees — the same convention MMD uses. The three channels are:
| Channel | Label | Color |
|---|---|---|
rx | Rot.X | #e25555 |
ry | Rot.Y | #44bb55 |
rz | Rot.Z | #4477dd |
Translation
Translation moves the bone’s root along its local axes in MMD world units. The range displayed in the inspector spans −10 to +10 by default.| Channel | Label | Color |
|---|---|---|
tx | Trans.X | #e2a055 |
ty | Trans.Y | #55bba0 |
tz | Trans.Z | #7755dd |
Preview vs. Commit
Reze Studio separates preview from commit to keep both the undo stack and the viewport performant:- Preview (drag in progress): Every pixel of slider movement mutates the live keyframe object in place and pushes the update straight to the WebGPU renderer. No React re-render, no undo entry, no engine reload.
- Commit (pointer released): The studio calls
commit()exactly once, which deep-clones the modified clip, pushes the previous snapshot onto the undo stack, and signals the engine to re-upload the clip. This single commit is what you see as one step in the undo history.
Direct Numeric Input
Every slider row shows its current value as a number beside the drag track. Click that value field to enter edit mode — the field becomes an<input> — then type the exact number you need and press Enter or click away to confirm. The same preview/commit split applies: the value is previewed as you type and committed when the field blurs.
3D Viewport Gizmo
When a bone is selected a rings-and-axes gizmo appears at the bone’s world position:Rotation rings
Three concentric arcs coloured to match the channel table above. Red controls Rot.X, green controls Rot.Y, blue controls Rot.Z. Drag an arc to rotate the bone around that axis; the corresponding slider in the inspector tracks the value in real time.
Translation axes
Three arrow handles extending from the gizmo origin, coloured orange (X), teal (Y), and purple (Z). Drag an arrow to slide the bone along that axis.
Auto-Keyframe Insertion
You do not need to insert a keyframe before posing. If the playhead is at a frame that has no existing keyframe for the selected bone, Reze Studio inserts one automatically on the first slider move or gizmo drag:- The engine is seeked to the current frame to read the interpolated pose at that moment.
- A new
BoneKeyframeis created with that pose as the starting value. - The user’s edit (rotation or translation change) is applied on top.
- On pointer release the new keyframe is committed to the clip.
Bone Groups
Typical PMX models contain dozens of bones. To reduce visual noise the left panel’s bone list can be filtered by group. Reze Studio ships the following built-in groups, defined inlib/animation.ts:
| Group | Typical bones |
|---|---|
| All Bones | Every bone in the loaded model (no filter) |
| Upper Body | 頭, 首, 上半身, 上半身2, 胸, 首根元, 腰 |
| Left Arm | 左肩, 左腕, 左ひじ, 左手首, and twist/P variants |
| Right Arm | 右肩, 右腕, 右ひじ, 右手首, and twist/P variants |
| Left Hand | 左手首 plus all left finger bones (thumb through pinky) |
| Right Hand | 右手首 plus all right finger bones (thumb through pinky) |
| Lower Body | 下半身, legs, knees, ankles, toes, センター, グルーブ, IK bones |