I manually create keyframes with an option to include whole bone system of posed character. I wish to render animations of this character from 8 different angles, so I tried rotating it in object mode, but animations become messed when character rotation is different from original. I understand, that when I was posing bones, they must have calculated absolute viewports transform values.
Is there a way to pose armature relative to itself, so I could apply global transform to whole character and not mess up animation ? Or do I have to manipulate only camera to take all angles ?