No, it doesn’t have to be keyed. Edit mode is just the “template” for the armature - where you define the Length of each bone, the Parent, the Roll Angle and the Rotation.
When you go from there to Pose mode it uses those coordinates to calculate where to Pose (position) each bone. If that Pose is different from the Edit mode Rest Position, then the bones will snap back and forth when you toggle between the two.
BUT… it doesn’t matter. Unless you are having trouble with Rotation (getting an IK in the arm to bend one way intuitively rather than having trouble with it sometimes bending one way and sometimes the other), Roll, length or Parent, then you don’t ever need to bother with Edit mode again… just pose away.
i think i was in pose mode and then went into edit mode and change some boes location
so i change the location again and now looks it’s ok
so in another words your not supposed to change location of bone in the pose mode
or you end up with problems like jumping bones from edit mode to object mode!
No, you have to move bones in Pose mode, that’s where you Keyframe all your animation. Just don’t worry about the jumping bones - they don’t matter at all. Edit mode is only for setting up the “template”, after that you can forget about it.
still need to have to right location in edit mode cause this is where you set the location on the model so i found the way to change it because i needed to re locate some of the bones
on the model for the lips and eyelid
mind you i’m tryng to follow the face rig at CGcookie may be you’v seen this one
it has some special constraints included that are interesting and i really want to understand all the steps to do this one - i might be able to re use it later on for any type of model like fishes or any animals i have to do small short animation or jsut tak a different pose then do a render