How to change edit mode pose without removing vertices

Animation tools, character animation, non linear animation

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anders211
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Joined: Tue May 07, 2013 10:18 pm

How to change edit mode pose without removing vertices

Post by anders211 » Mon Oct 28, 2013 10:35 am

Sometimes we would like to change a bit shape of our mesh. It happens especially when we apply armature to our mesh and then our mesh is a little deformed even if armature is in default position. Example:
http://imageshack.us/a/img600/999/7g9i.jpg - mesh before applying armature
http://imageshack.us/a/img600/999/7g9i.jpg - mesh after applying armature

http://imageshack.us/a/img15/2682/eocj.jpg - we see the difference

In order to solve the issue we must tune mesh in edit mode. Do You know how to do that? Keep in mind that I spent a lot of time in weight painting mode in order to tune weights, so I cannot remove any vertices because my work would be lost. The way which I search is to attract one mesh to another one. In this way all the vertices woould be the same ones, just their position will changed.

anders211
Posts: 0
Joined: Tue May 07, 2013 10:18 pm

Post by anders211 » Mon Oct 28, 2013 11:33 am

It seems that armIK and elbowIK constraints make that pose position is not the same as rest position. However I still want to have armIK and elbowIK constraints so I don't know what to do.

anders211
Posts: 0
Joined: Tue May 07, 2013 10:18 pm

Post by anders211 » Mon Oct 28, 2013 1:02 pm

I found what is wrong. IK constraints cannot be in some distance from the FK bonesl. I removed all IK constraints which were in distance from affected bones (elbowIK, kneeIK and armIK) and extrude them once again and apply as IKs and now rest pose is the same as default pose position.

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