Why can't I edit bones without deforming vertices?!?

First off, I hate weight painting.

Second, I just got some work done on the legs for my future human rig. I realized that the hip wasn’t rotating the way I wanted, so I went in and edited the bones to have the joint a bit higher up.

Third, I hate weight painting!

When I switched out of editing, the leg acted as if I had posed the bone differently, not as if I had edited it! The edit isn’t supposed to deform anything, it’s just the moving of parts inside. The weights, vertices and all that other stuff is not supposed to care until I pose the bones!

Fourth, I haaaate weight painting!

What can I do? Am I going to have to delete all the weights for my thigh muscle bone and repaint them after editing it, or is there a sensible, reasonable way to just make the edit and not having everything deform as if I was posing the leg?

Did I mention my utter hatred for weight painting? Because, y’know… I hate it.

That’s strange, not sure why that happens, never happened to me before. You could just un-parent your rig, do the changes to your armature, duplicate the geo, re-parent it with auto weights and link object data from the duplicate to get the weights back. There are probably some more straight forward solutions, and it might be worth figuring out why it happens in the first place, not sure.

But how about that weight painting? That’s loads of fun, right? :slight_smile:

Do you have constraints on your bones? Constraints use rest pose for various things, and changing the base mesh will change the way constraints work.

Process of producing realistically deforming character:
1: Make intricate model with a toolbox equivalent to a master carpenter/dollmaker
2: Make carefully engineered, precise skeleton with tools of the highest maths
3: Put them together with a tool most closely resembling MS Paint, anno 1995

Love that weight paint. Just… love it…

Although I just threw the file out and rolled back to the latest backup, yes, the bone in question had a stretch modifier. That could very well be the cause of it. How is that avoided, for future problems?

If you move a bone with a stretch to constraint, you have to reset the rest length for the constraint.

How do I do that?

Look at the constraint.

Will do, thanks!