Set Reference Pose resets model to old position
Posted: Tue Jun 16, 2015 10:26 am
I enveloped a character mesh to a skeleton that I changed from the SWBF skeleton so it would fit better. Then I changed the rotations back to the SWBF skeleton using ZETools apply animation to hierarchy. I also changed the bone lengths back manually in the property pages. Now the character mesh has the same pose and proportions as standard SWBF characters.
The problem is that it doesn't look right ingame with what i should be seeing. When I selected "Set Reference Poses" the character mesh (not the skeleton) went back to the old pose. Same thing when I try to mute the envelope operator. Normally I would mute the envelope operator and then set reference poses but that is not working.
Any Ideas to fix this? Or is there another way to do what I am trying to do? I can provide pictures and more info if needed.
EDIT: I learned that the deformers (bones) are not in rest pose. But I don't know what to do with that, since it wont let me by setting a new ref pose.
EDIT: One solution is to press freeze, set the new pose ref pose, then re-envelope from scratch. But that seems unnecessary.
The problem is that it doesn't look right ingame with what i should be seeing. When I selected "Set Reference Poses" the character mesh (not the skeleton) went back to the old pose. Same thing when I try to mute the envelope operator. Normally I would mute the envelope operator and then set reference poses but that is not working.
Any Ideas to fix this? Or is there another way to do what I am trying to do? I can provide pictures and more info if needed.
EDIT: I learned that the deformers (bones) are not in rest pose. But I don't know what to do with that, since it wont let me by setting a new ref pose.
EDIT: One solution is to press freeze, set the new pose ref pose, then re-envelope from scratch. But that seems unnecessary.