If you can go into pose position anyway, and insert keyframes, etc. and can restore the armature to the original position using “Clear pose” Alt-R, Alt-G and Alt-S, then why is there also a rest position?
So you can quickly see the differences between your pose and the armature rest position. You can also make your pose position the new rest position for selected bones by keying CTRL+A => apply as rest position. Very useful feature IMHO.
Cheers, Clock-down-under.
OK so it’s more or less just for convenience, but doesn’t really affect function of posing, etc. I haven’t really done any kind of rigging or armature animation. I am just starting to explore this part of Blender. I still have to figure out about how to create actions, save them, arrange them in the NLA editor, etc.
Yes, it’s also useful when you edit any mesh associated with the armature. You can set rest position to see that anything new you might add gets added in the right place.
For example: you have a human character that you have posed, you then want to add a hat. So you put the armature into rest position, then you add the hat at the correct location to the main mesh, then you rig the hat to the armature, then you return to pose position and the hat will be in the right place. If you place the hat on the head in pose position and the head has been moved, your hat might then not be on the head when you try parenting the hat to the armature and re-posing the character. Not a brilliant example, but you get the point hopefully.
I suggest you search out Nathan Vegdahl’s “Humane Rigging” tutorials if you re rigging characters - they are superb. If you are rigging mechanics things, talk to me… or one or two others here who do a lot of mechanical “hard body” rigging. It would be useful to know what you are working on so we can help better.
Cheers, Clock-down-under.
PS. Sorry if this message is upside down, I am in Australia rather than my home just now…
This is super backwards to understand… To get the goods in blender, u loose a lifetime. And pay for knowledge about poses and the menu settings… And, to just understanding drivers… To animate a texture, u can search all the web … But blenderartists have answers in paid courses as i see? Is that really the thing now? Making things so complicated? What kind a people working on intuitive UI design? Im soon about to quit blender, cause it kind a stole me years of lifetime… All i can say…
Pose should be animation? And rest should be a pose? like this… Its bad, sorry
meanwhile, even youtubers are in hurry, talöking too much, saying things double and triple… And its gettin just more confuse beside a nice UI, that is still far away from beeing intiutive to handle for fast workflows
Hello and welcome to BlenderArtists !
If you refer to Humane Rigging it’s released under creative commons, but indeed some things like rigging can’t be explained in detail in a 20mn tutorial. Investing some money in some course can save you some time in the long run.
About what you said on the overall, Blender is a professional DCC like Maya , 3Ds , Houdini and they are obviously complex to learn.
Don’t expect a fast and simple learning curve in any of these softwares. They are meant to do a lot of things (nearly everything 3D can give) in them but at the price of complexity. In the meantime there are other tools with a narrower scope that are simpler to use.
Sketchup allows to make architecture in a very simple way. Daz3D is a character generator.
But you can’t do a character in Sketchup ( or at least it’s not meant for that), and Daz3D comes with a lot of limitations too.
In blender you can do all of that and much much more, but of course it can take like a few years to master the whole 3D chain. It’s not blender’s fault, it’s the craft that is complex. Try other professional DCC and you might be even more disappointed, by their complexity and their free learning material.