Rest Position and Pose Position Not the Same!

This is the fifth time I’ve tried to build this mesh/armature structure from scratch. I keep getting problems. I won’t detail every one, because at this point I can’t. Too many. Hair almost all gone now. Little chance of survival now without some help at this point. Dying fast (gasp gasp). Please help…

:frowning:

Here is my freshly built mesh and armature in its Rest position, just having been joined together…

Here it is in Pose position. The bones of the hands are twisted sideways but not the mesh…

And just for posterity, here is the Pose position in Edit mode, looking as it should…

I’ve tried absolutely every possible thing I can think of to correct this, and no matter what I do, problems are introduced. Vertex weights are unexpectedly changed, vertex groups are automatically created for every mesh object and assigned to every other mesh object, bones are added as vertex groups, user-assigned names for bones and meshes are reverted back to Blender naming conventions, etc. Far too much for one person to wrap their head around and figure out on their own what’s wrong. I see many other people have problems like this with armatures and meshes, but never a clear answer.

Please help!

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Without reading much of this thread … In your previous thread I had mentioned PasteAll to share the blend file. When it comes to armatures, it can be difficult to analyze the problem just seeing screenshots. If you do not upload the .blend file because you do not want to share your model, you can create a new scene that contains only the armatures and at least share this.

You really need to post a blend. But, you can go to pose mode and clear all your bones alt r, s, and g. If it isn’t that, post a blend and then look at it.

I have no problem sharing my file. How do I do that?

[http://www.pasteall.org/blend/

After you paste it be sure to copy the full URL that shows.](http://www.pasteall.org/blend/)

Thanks. Here’s the link:

http://www.pasteall.org/blend/41348

Is the problem that you point about the different hand rotation in Edit and Pose mode?
You look for tutorials about “Recalculate Roll”. Select Armature and go to Edit mode. In “Data” properties tab under “Display”, check “Axes”. Select all bones with “A” (or select only the bones which roll needs to be corrected). Then Ctrl+N and there you should choose the option that best suits you.
Also you can make some adjustments in Pose mode you select the bone that have IK constraint and you play with the value of Pole Angle in IK constraint properties. But I think it is always better first you have right the bones roll.
I will look for some tutorials that had been useful to me to learn these things and then share them here.

OK your close. You have your pole target for the elbow in front. This means the elbow bend is backwards from say, a human. Is that intended? If not, put your bone in the back so the elbow points to the back. Your IK needs a little help on where to start bending. Move your elbow joint to the back just a little, you have it dead on center now. Look at your bone axis on your forearm. Go into edit and move your bone roll around for that so you are rotating on local X as normal. Finally, go to your IK constraint and tweak your pole angle so it matches what you want. I think this is what you are looking for. http://www.pasteall.org/blend/41349 I change the forearm on the left. The same applies to the other. and the legs etc. If you can spare fifty bucks or so buy the Humane Rigging tutorial from the blender foundation. Save you a lot of aggravation and you can keep your hair.

@YAFU @stilltrying - Thanks so much for your help. I had adjusted the pole angles for the arm when I added the IK for the elbow, and I did that before I added the hand, which is when all my problems started. Now I can understand what’s wrong and how to fix it. I’ll move the IK to the back and readjust the arm like you demonstrated, @stilltrying.

Much appreciated!

Regarding the bone roll. When you work with armatures, you always choose “Axes” in Display, and to extrude bones you work in ortographic view ( numpad “5”) and the views “1”, “3” or “7” on the numpad. And you always try to drag the bone from the arrows of the manipulator widget after extrude (or fix the extrusion to a single axis. “E” and press X or Y or Z and then move the mouse). Always watching the Roll angle on “N” panel. That way you will have more chances of getting a consistent roll in the armature.

Thanks for the tips and the link. Much appreciated.