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Whether you want to create your own poses or if you want to modify an existing pose to fit your character or scene, the move controller is the most convenient way to do it (outside of VR). This plugin comes preinstalled with BetterRepack and can also be downloaded from Mikke's blog. This is an admittedly very beginner level tutorial, but for those who have not explored this plugin, it should prove helpful.

The move controller is available for HS, HS2, and Koi. It can be found at the bottom left corner of your studio UI: 

The grey move and rotate boxes will move and rotate your entire selected character. The vertical slider on the side determines the speed/sensitivity:

**Gifs might not animate on mobile, sorry!**

However, the move controller's true utility lies in its ability to quickly modify FK nodes! To modify FK poses you first have to ensure that your character is in FK mode. To do this, select your character, navigate the top left hand menu through anim>kinematics>FK and activate FK. Next, you will need to have "Handles" on:

With FK mode active and handles on, little dots will show up in your character's figure. These are nodes that correspond to your character's joints, and their relative angles to each other is what makes up an FK pose. You can select the node that you want to rotate and then rotate it using the move controller's "FK X,Y,Z" buttons. 

Now here comes the two most important bits: With your mouse cursor on these "FK X,Y,Z" buttons, you can jump to adjacent nodes using your scroll wheel, instead of going to click the individual node. Also, if you hold shift while doing this, you can select multiple adjacent nodes. These two tips combined allow for quicker and more realistic posing:

And there you have it, with the move controller and the knowledge of these essential functions, you are able to modify and create any pose that you can imagine. 

Sincerest thanks to Mikke, for this essential mod, without which, my posing process would take twice as long. 

Featured character: Type4-1 for HS1 

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Drconfused (edited)

Comment edits

2026-09-05 18:00 Love your stuff Freelancer! Is there a best animation pose to use as the base for sitting and same for laying? When I started posing I was always using the base standing pose but then noticed that there was a difference when applying a sitting or laying pose because of where it was rotated from. I haven't studied your poses inadeptly so not sure if you use different base animations for different types of sitting or laying positions. Any help with this would be appreciated!
2022-05-01 20:45

Freelancer604

Which game do you pose in? For HS1 you just have to pick one thats least imperfect for the pose you are attempting because it influences the angle of the torso and breast. For HS2 and Koi, I always use the T-pose as the base, and then adjust the center of the pose downwards using FKHeightAdjustUI.

Freelancer604

As far as I know, there is no FKHeightAdjustUI for HS1, or I just havent looked for it. Ever since I got HS2 I primarily pose in that, because the poses translate better from HS2 to Koi and HS1 rather than the other way around, so that is just the workflow I settled on. The center height that FKHeightAdjustUI modifies is an invisible handle that none of the native tools in studio can adjust. The rotation is linked to the central waist node, so it is best start all of your poses by aligning that node to the correct orientation first. Hope that helps.

Freelancer604

Your right, that would basically solve the problem of couple or group pose alignment forever. Orangespork is the wizard to hit up with that suggestion.