I have an animated armature found in the .blend file found here where I want to set the rest position to T pose so I can parent a T pose easily with it. How this can be done?
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You can change the rest pose in Pose Mode Editor and using the menu Pose > Apply [Ctrl+A] > Apply Pose as Rest Pose.
HOWEVER, you will destroy your animation: this "rest" pose is the base for the animation data, all transformations are made using this bone orientation.
EDIT:
As @batFINGER wrote above (about a similar thread: https://blender.stackexchange.com/a/53981/15543), I got the procedure working (with Blender 2.78a) in the following way:
- Pose your model to the new rest pose (without keyframing);
- Run the "script 1" (retarget_pose.py) to generate UI buttons (under Properties Editor > Object Data Tab);
- Click "New Rest Pose to Rig" (it will duplicate the bones - inside the same armature - with the new rest pose);
- Click "BVH action to new restpose rig" (it will correct every keyframe of the animation);
- Manually delete the original bones (as I could not make the "script 2" - the one posted in the thread - work);
Ricardo Roehe
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Well, I know this and I know the issue, I was wondering how someone can help me with it to work correctly :) – Tak Nov 18 '16 at 12:54
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1I got @batfinger 's suggestion working. Edited my aswer above. I didn't use a second armature as suggested. Also, for many rigs like you have, it would be useful to got the "script 2" working or create another script to automatically delete the older bones. Still, you will have a lot of work by manually "restposing" each of those rigs. – Ricardo Roehe Nov 18 '16 at 13:45
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1Think I have the latest of all those ops in https://github.com/batFINGER/batFINGER-blender-addons/tree/master/mocap_madness which is very much a WIP.. Had some recent queries on this from BA and have looked into a new method using copy transform constraints (world) and baking action from that. Theoretically could be done with matrix math from old pose to new pose too... but.... – batFINGER Nov 18 '16 at 15:37
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@batFINGER I've now created a Tpose as rest position for one armature using your steps. Could you please advise how I can apply this Tpose rest position to other armatures? I posted it in another question to make this question more specific to applying rest position, while the other one to be specific for applying the saved rest position to other armatures. Question can be found here: http://blender.stackexchange.com/questions/67806/apply-saved-rest-position-to-different-armatures – Tak Nov 22 '16 at 23:41
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@Tak I believe you can only do that if you have the same number of bones and the bones have the same name on both armatures. Is that the case? Doesn't it work to copy and paste the pose - then manually continue with the process described here? – Ricardo Roehe Nov 23 '16 at 11:08
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@RicardoRoehe yes it has the same number of bones with same names. But how I can copy/paste the Tpose to another bvh? – Tak Nov 23 '16 at 11:12
DAMPED_TRACKas Jerryno suggested. And the mesh looks a little bit better than usingTRACK_TOusingcon = pb.constraints.new('DAMPED_TRACK')con.target = bpy.data.objects.get(pb.name)con.track_axis = 'TRACK_Y'con.influence = 1but still looks not good. – Tak Nov 19 '16 at 01:03TRACK_TOat frame 70 can be found here https://www.dropbox.com/s/lbqw9xj3jzxur05/TRACK_TOFrame70twisted.PNG?dl=0 and a screenshot when usingDAMPED_TRACKat frame 70 can be found here https://www.dropbox.com/s/lryeqaxxa6h7518/DAMPED_TRACKFrame70twisted.PNG?dl=0 . The mesh I'm using can be found here https://www.dropbox.com/s/rzl5k98zkdhlw4y/human_mesh_good.dae?dl=0 Could you please have a look and let me know what you think? – Tak Nov 19 '16 at 01:03