Difference between Bone Translations and Bone Rotations?

in The Commons
Some poses that I bought (very fine poses, by the way), have a note about resetting the figure with a file that is supplied, before using poses by other vendors, because "our poses use bone translations as well as bone rotations." What is the difference between bone translations and bone rotations? I see in the Parameters Tab that I can set Limits Off or Limits On for Rotations. Nothing about Translations. Am I not using translations if, for example, I move a figure's collar? If not, and if I wanted to use translations for my own poses, how would I go about that?
Comments
Translations are moving along the X, Y, Z axes.
For the most part, these are all locked and hidden by default for all of the body parts. They aren't meant to dislocate/translate.
(I am guessing your view is not set to show Hidden properties.)
Typically, you rotate the Left Collar, for instance. Twist, Front-Back, Bend.
You do not use the X/Y/Z Translate in the normal process of posing. You'd need to go into parameters, unhide, and unlock them, and also turn off the limits. (Because these should have limits of 0.00 for translation.) I included a viewport shot of Bullwarg with his left collar plus X Translate transforms.
I guess I've never thought about Translations for posing, but maybe I will try this in the future.
You usually find hips translated with "GoTo" poses that situate a character in space, either relative to another character or at a specific location in a scene.
it tends to be something used for creatures etc that exceed the limits of the humanoid mesh
normal posing shouldn't really exceed the inverse kinematics of normal human bone joints or you end up with painful positions like you broke or dislocated something, that's why creatures often have their own poses.
OK, I think I get it. Thanks for the information. Well, the poses I bought are wrestling poses. Maybe the creator felt a little joint translation produced a better pose. Usually, if I'm making my own wrestling pose, I would, in such a case, uncheck "Use Limits" and twist or bend a limb a bit more.
The Blurst of Times writes (above), (I am guessing your view is not set to show Hidden properties.)
I guess not. How Would I set show Hidden properties?
If you want to know how much human bodies can deform under stress, watch this.
Most rigs are way too retrictive...
(Scroll to the middle of the clip, warning, light voluntuary violence)
In this case, the translations are there so that the wrestlers are properly distanced from one another.
Thanks for the info. So, to avoid a collar bumping into and through another collar, or something like that, huh?
at some point, extreme no-limits poses will deform the figure's mesh.
they'll also throw off clothing items' ability to fit the figure when they overreach the hidden JCM morphs that PAs create to deal with fitting issues.
but you usually have to pose a figure really unnaturally for this to happen. 'limits off' is usually the way to go.
if i'm remembering correctly, turning limits off will also allow you to apply X, Y, and Z rotation to joints that otherwise only allow movement on two of those axes. they parameters still appear to be greyed out. but you can adjust a forearm position (for example) in a way you couldn't if limits were on.