I have the character and I already added bones and rigging modifier, and even made some animations. But now I need to change the default pose of my character. How can I do it without full reworking?
Before responding, we apologize for our late response.
Notifications for posts have been turned off while this post was written, so we only just discovered this post.
This is entirely our fault.
Our team deeply apologize to you.
We will be careful to prevent something like this from happening in the future.
We're not sure what exactly "Default Pose" means, but it appears to be one of two things:
1. Relocating the meshes
2. Changing the position or structure of bones
In both cases, modifications can be made even after rigging is completed.
In case 1, you can change the positions of the meshes by turning on the Default Transform mode in the Setting tab of the Mesh Group edit screen.
In case 2, you can edit bones by turning on bone editing mode in the Bone tab of the Mesh Group edit screen.
The Rigging modifier operates based on the default position of the mesh and bones, so if 1 or 2 above is changed, the rigging is recalculated based on the changed state.
But that doesn't mean there's no rework.
The Rigging's Weight values will not be appropriate in the changed Default Pose, so you will need to check and modify the Rigging's Weights.
Unless you change the bones too much, the animations will require only minor modifications.
However, if you change the structure, position, or length of bones a lot, you will need to recheck and edit all animations.
Unless you utilize IK capabilities, this process is unavoidable and risks damaging your animation.
If you must do this, we recommend saving a backup or creating a clone before attempting it.
When backing up, please read the following manual.
If you try it and still run into problems or have any ideas, please feel free to leave a comment!
Based on your feedback, we will improve the tool or find a better method together.
Thanks.
Hello.
Thank you for your answer.
I'm going to continue my research and will share more detailed explanation of my problem if my tries will be not good.
Hi.
Before responding, we apologize for our late response.
Notifications for posts have been turned off while this post was written, so we only just discovered this post.
This is entirely our fault.
Our team deeply apologize to you.
We will be careful to prevent something like this from happening in the future.
We're not sure what exactly "Default Pose" means, but it appears to be one of two things:
1. Relocating the meshes
2. Changing the position or structure of bones
In both cases, modifications can be made even after rigging is completed.
In case 1, you can change the positions of the meshes by turning on the Default Transform mode in the Setting tab of the Mesh Group edit screen.
In case 2, you can edit bones by turning on bone editing mode in the Bone tab of the Mesh Group edit screen.
The Rigging modifier operates based on the default position of the mesh and bones, so if 1 or 2 above is changed, the rigging is recalculated based on the changed state.
But that doesn't mean there's no rework.
The Rigging's Weight values will not be appropriate in the changed Default Pose, so you will need to check and modify the Rigging's Weights.
Unless you change the bones too much, the animations will require only minor modifications.
However, if you change the structure, position, or length of bones a lot, you will need to recheck and edit all animations.
Unless you utilize IK capabilities, this process is unavoidable and risks damaging your animation.
If you must do this, we recommend saving a backup or creating a clone before attempting it.
When backing up, please read the following manual.
https://rainyrizzle.github.io/en/AdvancedManual/AD_Backup.html
If you want to create a duplicate, just Duplicate (Ctrl+D) the GameObject that is the character in the Unity editor.
If you need additional help, please leave a comment.
Once again, we are truly sorry for not being able to help you quickly.
Thank you.