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Waypoints & pose keys

Constraints let you direct a generation instead of just describing it. They reach the diffusion engine itself — the model plans motion through them rather than having them enforced afterwards.

There are two kinds:

  • Waypoints steer where the character goes — points on the ground the root passes through at a given frame, optionally with a pinned heading.
  • Pose keys pin what the character does — a full-body pose or individual hand/foot positions at an exact frame.

Both are authored in the Constraints panel of the Titella tab. The Generate panel shows a count of active constraints right next to the button, so nothing applies silently.

  • Waypoint at Cursor drops a waypoint empty at the 3D cursor.
  • From Curve converts a selected curve into a chain of waypoints along the path.

Select a waypoint to edit it in the contextual Waypoint panel: the motion frame it should be reached at, and whether the character’s heading is pinned there. Move the empty like any object to adjust the path.

Pose keys need a puppet to pose. After a first generation you already have one; to author poses before generating, click Create Rest Armature and the current backend’s rest skeleton is built for you.

  1. Pose the armature at the frame you want to pin.
  2. Add a pose key and pick its kind:
    • Full Body — every joint’s position is pinned at that frame.
    • Effectors — only the hands/feet you tick are pinned (effector keys also pin the root position).
  3. Snap Effector helps place a hand or foot exactly on a surface.

Just click Generate Motion — every waypoint and pose key in the scene applies. Constraint Guidance in the Advanced panel controls how strongly the model honors them versus the text prompt.

With Foot-Skate Cleanup enabled, constraint targets are additionally snapped exactly in the cleanup pass, so pinned effectors land precisely where you put them.