Copy 'pose' back to edit mode?

Hi all, apologies if this info is available elswhere, but I’ve been looking for a day or two and can’t see anything, so I’ll ask you lot!
I’m not sure if this is possible, but I don’t see why it shouldn’t be…
I’ve started the mesh, and then built the armatures first, from skeleton reference, and would like to build the rest of the model around the bones. However, now that I amm happy with the bones I would actually like to repose them first, before continuing to model around them. Very simple to repose in pose mode (obviously!), but, of course, when I go back to edit mode, the bones pop back to where I created them. Is there a way that I can get my ‘pose mode pose’ to become my new ‘edit mode pose’?
Thanks :]

I think what you need to do is simply clear your rotations and positions.

In pose mode, select your armature, do A to select all.

Press alt+G to clear position, answers yes.

Press alt+R to clear rotation.

I my guess of your problem is right, you should be back at your rest pose position.

You might have also have keyframed your armature inadvertantly.

Look in the action editor to see if you keyed anything and delete those keys.

Hope this helps

Thanks Legreck, but I don’t think I haveexplained the problem properly!
I don’t need my pose mode to rest back to the edit pose, I want my current pose mode to become my new rest\edit pose, if that makes any less sense!?

Here’s the situation…
I have created bones over photo reference, so I amm happy with, firstly the number of bones and the relationships between them, but more importantly I am happy with the size of each bone.
The problem is that the photo ref has the cat (yes, it’s a cat skelton) in a hunched pose, and the tail is tucked under the legs. Obviously I don’t want to model it in this position, so I’d like to pose the bones in pose mode, then use that pose to model around. Of course, when I go back from pose to edit, the bones jump back to their hunched position.
I know I could adjust the ‘edit’ bones easily enough, but I’d really like to keep their size as created. I’ve already managed to uncurl the tail by setting the cursor position to the root of each bone in turn and rotating around that, but it’s just a bit tedious. It sure would be easier to reposition the bones in pose mode then set that asmy ‘default’ pose to model around.
A friend has actually suggested that I could may be able to set keys on the pose in pose mode and then that should keep the pose when I go back to edit mode. Sounds feasible, but I haven’t tried it yet, sound feasible to you?
I was just hoping that there would be a button that I could press somewhere that made the current ‘pose mode’ pose into the current (or new) ‘edit mode’ pose.
Oh well :]

Due to the way this is implemented, the only workaround is to write a python script that deals with the necessary transformations needed to propogate pose-mode transforms into edit-mode positions.


This is a wild deduction, since I have not had this sort of situation, but what if you posed you armature the way you want it to be.
Do an “Apply modifier” to the mesh, that way you mesh gets locked in this new defaut pose. Then got back in the armature edit mode and pose back the armature to the new mesh pose.

Theoretically this is the same as having modelend and pose you charater in that position in the first place.

Do a bunch of Save As of your original before you do anything I said, or else I might end up on your black list.

I thought I already answered this:

Edit mode on Armatures is for building an armature; if you try using it for rigging you’re wasting your time.



I’ve been looking for more info on this issue and haven’t
found a solution for this.

It’s easy to say that “edit mode” was not built for rigging, but
it sidesteps the problem.

Imagine …

you want to build your skeleton in edit mode in T-Pose, (coz
that’s how you like to build skeletons)
but skin the character in a da vinci pose ( for instance to
fit a model you found online).

I think it’s unnecessary work to have to build a skeleton from
scratch to fit new character mesh.

Other 3d apps have a “skin pose” feature where a skeleton
will remember the pose you used to bind the mesh to the bones.
I don’t see any reason why this task has to be “hard wired” to edit

Anyone know if this is a feature that can be added through python?

Thanks for your help,


I don’t quite understand what you’re asking.

  • Build a skeleton/armature in “T-pose”,

  • switch to Pose mode

  • pose the armature in whatever position your mesh is in

  • assign the armature to the mesh (either through “CTR-P” parenting or by adding an Armature modifier to the mesh

  • assign / tweak the vert groups with either/or/and Weight painting / vertex group-tools


double post

Thanks for the quick answer.
What’s easy to show is sometimes hard to write :slight_smile:

The way you propose doesn’t work because the mesh will
jump as the mesh is updating to the new bone placement.

Let me try again.

Normal workflow in blender (now) is :

  1. model character mesh
  2. add armature
  3. drop into edit mode and build skeleton to fit model;
    name bones
  4. go out of edit mode / select mesh / drop into edit mode
    select and assign vertices to vertex groups that match
    bone names
  5. weight paint
  6. go out of edit mode / drop into pose mode / pose away

This all works fine because all your assets were created in sync.

Problem scenario :

  1. You have a rig you have built in T-pose and are happy with.
    You have used it in lots of animations and you absolutely
    love this rig …

  2. A new animation assignment comes along.
    The studio you are working with sends you the mesh they
    want you to work with. You load it up and it’s been modeled
    in a specific pose that doesn’t match your rig.

  3. What do you do ?

    • Delete all your constraints, IK chains and expressions.
      Select armature, go into edit mode and change the skeleton
      to fit the new mesh.
      Rerig everything.
    • Build a new rig from scratch?
    • Mess with the mesh so it fits your rig ?

Solution :

The solution as I see it is to be able to skin a character in pose

  1. You load up your favorite rig
  2. You leave the skeleton they way you built it in edit mode
  3. You use the rig you are used to to quickly pose your character
    to fit the new mesh.
  4. You add a skin modifier that links the bone names to the matching
    vertex groups using the pose the armature is currently in.
  5. You save the pose in the action editor in case you want to come
    back to it.



  • Build a skeleton/armature in “T-pose”,

  • switch to Pose mode

  • pose the armature in whatever position your mesh is in

  • assign the armature to the mesh (either through “CTR-P” parenting or by adding an Armature modifier to the mesh

  • assign / tweak the vert groups with either/or/and Weight painting / vertex group-tools


Yes. Why not?

Duplicate your beloved rig, remove the constraints if you like, and skin the mesh in whatever pose you like.

Reposition the mesh, so that the two armatures match. Change the name of the armature in the constraintpanel - that’s it (because the names of the bones are the same).

Besides from duplicating your rig and removing the constraints (once) no extra work.

Hi Soylent Green,

Thanks for your help.

I agree that there’s ways to get this done, but having to strip your constraints
out of your rig is not exactly an elegant solution.
Working on a project that has mulitple characters this quickly becomes a hassle.

There’s no reason why you shouldn’t be able to skin from pose mode,
not losing any work at all.

Max, XSI, Maya all have a skinning/rest pose/bind pose.

Is there a way this can be done through a python script, that tracks
the transforms on the “skinning bones” and feeds it back to edit mode

Thanks again for the replies and any other suggestions.


??? I’m confused. Of course you skin in pose mode.

The only difference would be, that your rest-position is not the beginning position of your mesh. But I don’t think that this is a constriction. Why don’t you just align your armature to your mesh (in pose mode), skin and animate ahead?

If you need the start position simply save this pose as a new action.

I think we’re getting close.

When I build the skeleton in edit mode, and then go into pose mode,
pose the armature to line it up with the mesh and then assign the
armature modifier, my mesh jumps to where the bones were

I’m getting confused as well now. I’ll doublecheck.

Thanks for looking into this :slight_smile:


OK, now I see why you can’t do that…

Seems (to me) that my other proposal was the only way…


So to make things a little clearer I’ve attached a file.
It has the mancandy character in it with a few changes
to illustrate this thread.

The original mancandy rig has been left untouched
I’ve changed the mancandy mesh so it’s offset from the rig

What I would like to be able to do is pose the rig to fit
the new mesh and skin to the fitted rig, not the rig as it is
in edit mode.

Any suggestions?


I’m having problems uploading a zip file?
How can I post a file to the foru,?

The only way I can see to do it is to physically move all the bones in edit mode to match the mesh. Not as easy as moving in pose mode but doable. Of course this means that pose-mode rotations will be a bit screwy compared to a “normal” set-up.

You can’t post zips to the forums, only some image types. Zips, blends and movies have to be posted to a host and linked. Here’s a new host you can try - I don’t know anything about it but if Fligh gives it the thumbs-up that’s good enough for me.

Hi AndyD,

Thanks for your feedback.

I agree.
The way things are now, the only way to do this without
“losing” work is to repose the skeleton to fit the mesh in edit

This has definite downsides though and being able to skin in
pose mode is a better solution.
However I have no idea what’s involved in adding/changing
this feature.

As far as I understand this is the workflow at present :

  1. build geo
  2. add armature and build skeleton
    name bones
  3. select character mesh
    go into edit mode and define vertex groups
    also name vertice groups similar to bones
  4. assign the armature modifier to the character mesh
    The vertices get their positional offset and weighting
    from their location relative to the bone (with the same
    name) in edit mode.
    5.Going into pose mode, if the pose on the character
    is different to the one in edit mode the mesh will
    pop .

    So the issue here is to find a way to get the skinning
    pose (in pose mode) to update into edit mode ( even
    temporarily )
    That way the armature modifier can recalculate the
    vertice group offsets according to the new “skin pose”.

I’ve uploaded the file to the adress you suggested.
I think it worked. Here’s the path I got.

The file has a mancandy rig in it with the mancandy geo
in a slightly different pose.

Maybe someone has a simple solution we haven’t thought
of or this is an easy thing to script?

Back to work :slight_smile:


If you wanted to have a T pose rest pose, and use an armature to pose your pre-posed mesh into a T pose, then it seems to me you could copy your armature, match it to the mesh in edit mode, rig, repose the mesh, apply the modifier, and then delete the armature and swap in the armature copy. That involves one step of posing to match the mesh (in edit mode) then ordinary rigging, the one step of posing into a T pose (in pose mode), and then the extra step of swapping in the copy armature.

It’s not the most elegant solution in the world (I’m not sure I’m fully understanding the problem), but it’s not that complicated and no constraints need to be messed with.

Ooops. I understand the problem now.

I have a model which I would really love to rig with an armature in mid-action. It’s not a human figure, so the T pose is moot. I’d like to reuse an armature action that I’ve got but the model is shaped like a point in the middle of the action.

I don’t think there’s any way for me to do this…

It would be nice to be able to set the pose mode rest pose (the “undeformed” pose) to any arbitrary pose. There’s no reason that pose should necessarily be the same as the edit pose pose.