Ooops! I made a booboo!

:confused: Well don’t knoe when i moved something in pose or object mode… but i can’t get my sceleton back on the mesh…
I’m into a rigging test and this is what i get: :mad:

:o If i put it in place in Edit Mode, it will be displaced in Pose and paint Mode… If i put it in place in Pose or object Mode, it will be out for dinner in Edit Pose… :spin: :spin:
:frowning: Is there a way to get that back, somehow?

I’ve tried both ways:

  1. adjust the armature to the mesh location
  2. adjust the mesh onto the armature… :spin: :spin: :spin:

Hm… Sounds like you’ll need a lot of trial-and-error tries to get it back, but here’s my two cents. You might be able to use the objects centers to tell whether you moved them in edit mode or object mode, because in edit mode the center does not move, but in object the center does. BTW looks like a pretty cool test.

If i understand well, you mean using the snap to command to get the center where it probably was at the begenning of the bones construction?

For the test, i read the “BlenRig by Juan Pablo Bouza” and fell on my a… and i will take profit of the occasion to make some material and displacement paint on that moving thing… :evilgrin:

I finally Tweaked and tweaked, passing from Pose to Edit Mode and back and forth… and reached to put these two elements back together! Pfff! ;/

Hi, a good tip, and something I do as a rule of thumb is to set keyframes for all bones in their rest position so that I don’t lose it. Doesn’t matter If I am animating or not.

This is helpful because if the bones have no keyframes, then just moving them will update their positions and they will no longer match edit mode. Sometimes, this is not such a big deal, but when you want to go back and edit the armature, and perhaps rerig a character it becomes a nightmare.

In the action editor, grab these “base” keyframes and stick them in the negatives somewhere.

This way, when you move something accidentally, it will just snap back rest position. Putt the base frames in the negative’s makes sure you can’t overwrite them as well.

this will save a lot of trouble down the road.

Hmmm, I thought there was a rest button?

Also, clear rotation and clear location can help.

Yes ititrx, problem is things went NOT back they where before (for an unknown reason or some bad gesture of mine)… zdk1’s suggestion is quite a good insurance. Somehow putting keys is a good way to make sure to find the real position back… though keying ALL the bones might not be absolutely necessary… may be just the main-leading ones could be just allright…

:no: There’s still some bones that won’t stay in place… and i don’t know what to do.
Tried rest position, tried alt R and alt G… yet the bones than turn even worse!
In Edit Mode, the skeleton is perfect… and few parts just mess when going to Pose Mode.
Trying to replace them there doesn’t help… they don’t stay as placed. :rolleyes::o:(

Edit: Or should i weight paint on the caracter with rest button activated and free the button when time comes for animating?

He, he … The starting picture looks funny! :slight_smile:

I’m guessing here but you may have already set some keys. Simply reseting the Loc/Scale/Rot in a given frame will not fix that. As soon as you change frames or save and reload the saved key takes over. You can delete any keys by selecting the armature and switching the window to IPO mode. Press A to select all keys, and then press X to delete them.

I have had similar problems when the object centres have changed by joining meshes or armatures. Were your items made out of seperate parts and joined?

Well, i started the bone system in a classical manner. But as it is ment to be a tester, i extruded more bones from different places and joined them to other bones down the hierarchy, or made splitings to see how i could control a caracter’s expressions by rigging instead of blendkeying (wich is still my favorit). Pricipally, i try to concretely understand the way the bones react differently to one another when under ctrl+P or constrainer… Therefor, i’m not tooooooooo amazed to get strange behaviours poping up.
My problem is more what’s beside of the practical virtuo-physical: the mystical and abstract “scripts” (just too much of a strange concept for my old brain!) :o so i must go more into experiencing factual evidences… just takes a little more time… but helps me, also, to integrate an app into my own personal way.

hi again,

what happened was that you created the armature, and then attached the mesh.
There were no keys on any of the bones.
While in pose mode, at some point you moved the armature away from the rest position. Since no bones where keyed, they took this as their new position. Probably, you just moved the base bone or something so the effect was not really noticeable until you wen back to edit mode and realized that they were displaced from each other.

In any case, assuming that’s all thats happened, to fix it is pretty simple.
First delete all keys for all the bones. Select all bones and hit Alt-G (clear position) and Alt-R (clear rotation).

If you have keys already that you want to save though its going to be a huge headache. Essentially you would be manually calculating xyz displacement to the desired rest position, then offsetting the position IPO curves of each bone by hand by the proper amount.

This should work even if you’ve hit Ctrl-A (apply position/scale) at some point.

Additional notes, there is a “rest position” button. However, to my knowledge this is not useful for “setting” an armature that has been displaced like this back to the original position since keying the armature while this button is active puts the keyframes at where the bones would be if the rest position button was not pressed down. kind of strange behavior, but similar to equivalent weirdness when setting keyframes while position modifying constraints are active.

maybe copying pose to buffer and pasting it from rest position works, I’m not sure.

The advice I gave in my previous post is still valid, and has saved me many times.
You can always delete the “base” keys if you want to change or edit the armature, re-rig etc, however the inverse process is decidedly more painful.

Yes zdk1… things happend approximately as you figured it out.
As said, this is a test to understandand globaly what’s to do AND what’s NOT to do :stuck_out_tongue: Obviously, here, i now have learned a basic “what Not to do” thing :eyebrowlift:
This “drama” isn’t that painfull because it will avoid me many pain when it will come to produce something serious!! :wink:
For the same reason i’ll try to go ahead with the mistake… to see how much it will disturb the rest of the workflow and creat the bugs anybody would likely not to happen.
(I know… it’s a little twisty minded… but negativ stuff can sometimes help doing good ones! :RocknRoll:)