Hey! This usually wouldn't be a problem, but I'm trying to do a specific thing which means my character's skeleton needs to be in it's original bind pose. I've made a control rig which adds a bunch of constraints to the skeleton which pulls it just slightly out of alignment from the original bind pose, which normally wouldn't be an issue unless I was trying to alter the rig (which I'm not planning to do). However, I have made an updated mesh for the character with better geometry, and I would like to bind this new mesh to the rig and copy the skin weights from the old mesh.
However, since my rigged mesh is slightly out of alignment, it doesn't match my new and improved mesh, so the results wouldn't be ideal if I just bound the new mesh to the skeleton and copied the skin weights.
Is there any way to temporarily disable constraints and bring the skeleton back to bind pose so I can attach the new mesh, and then reenable the constraints again afterwards? It's a fairly complicated rig, so simply unconstraining everything and then re-adding the constraints would amount to a lot of work.
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