FeedMyData

Hi,

In setup mode, is there a way to tell a bone to go back to its origin after playing around with its transform? By origin I mean the position and size it was first created.
When rigging, I like to move around bones to be sure everything is working perfectly. I may need to move several bones to ensure that the result is what I intended. However, except doing some ctrl+z to reset the bones position, I cannot find a button to "reset" the bone.

I looked into the doc and the forum and I did not find an answer or a solution.

I'm preparing a big animation project where I will have a file with a lot of skins, some having specific bones, some sharing the same bone with differents weights, some sharing the same bone and the same weight etc.
I don't want to mess up my whole project because I moved a bone while testing a new skin and saved my project.
(I see a long list of issues that such a button would solve)
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FeedMyData
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Nate

There is only undo. However, you can use animate mode to test things out without making changes to your setup pose.

A reset button like what you propose would require marking the current state of the skeleton as the "origin" so you could later reset to it. I feel like using animate mode is a little more straightforward.
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Nate

Nate
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FeedMyData

That's what I thought. The main take away from such a button would be to avoid to switch back and forth while adjusting weights for example. It could also be a safety net in my case, since I will have files I will edit over months adding new skin as we develop our project. It's a bit scary to know I can mess it up that easily.
I guess I'll have to do some regular file back up. Ctrl z would do most of the time, and when I want to test more in depht I go in animate mode.
Thanks for your answer Nate.
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FeedMyData
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Nate

FWIW, it can be very helpful to play an animation while adjusting weights. For example, create an animation that loops reaching the extreme poses that you need for the mesh. Erika has shown this a number of times in her videos and it's explained in this blog post:
Blog: Mesh weight workflows: Set and test weights in animate mode

You can also use Preview to play animations. That allows you to see your animation as you make adjustments to weights or anything else, even while while in setup mode.

If you haven't seen them yet, this 3 part blog post series on meshes may prove helpful:
Blog: Mesh creation tips: vertex placement
Blog: A taxonomy of meshes
Blog: Mesh weight workflows

If you are worried about losing the bone transforms in the setup pose, you could create an animation that keys them all. If you need it later, you could select all the bones in that pose, copy, and then paste them in setup mode.
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Nate

Nate
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FeedMyData

Sorry for not answering. What I did not know before posting, is that adjusting weight in animation mode is registered in setup mode too. Which in the end solve my issue. There is no need to do back and forth between setup and animation mode while adjusting weight. It's better to create a blank animation, push the character in an extrem pose and correct everything in animation mode, since it will be applied outside of this specific animation. That's what I was missing.
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FeedMyData
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