As the title suggests, I'm having some serious trouble with custom bones linked to a biped since when I move or rotate them, they stay the same shape or position even if I switch in and out of Figure Mode. I'm very well aware that the bones are not part of the biped, as the Pose/Posture function in the Copy/Paste tab can attest, and thus aren't "included" in the biped, and have completely different controls.
The problem is that I don't know how to control these bones, and how to make it "save" their default positions so that I can revert their positions when animating. As I'm speaking, I'm trying to read the manual and guess which functions might do what I intend it to do, which sounds like a horrible idea.
Any suggestions?
Replies
It should work, but i hope there are better ways.This would be a method i would do only if i don´t have another choice.
But I guess what you are looking for is "freeze transform" in the quad menu (strg + right click.. or was it alt?!)
-1 is the bind pose
-10 walking root pose
-20 running root pose
Then whenever I need that pose I copy the keys.
If its just a default pose like figure mode. Select the bones, Alt-Right Click and choose "Set Skin Pose". Then you will be able to "assume skin pose" and the bones will pop back to the pose you assumed.
This is something you should always be doing. Especially with biped which has been known to have problems popping in and out of figure mode once you've started to animate. Doing this really helps keep the poses straight in biped. I also suggest you copy your bind pose into the copy/paste biped library and save out a .fig file after you're done posing the biped.
I must've been misreading your particular suggestion then. Can you elaborate a bit more? As in how do I "wire" the bones properly, and make controllers for every bone?
Sorry if I sound rather clueless, I've only been learning this program for 6 months.
Now right click on one of the controllers click "Wire Parameters", then Transform->Position->Zero-Position XYZ.Now a Window appears hit the "<-->" Button and then connect.
Now you can move the controller at 0,0,0 to 0,0,0 everytime you want to have your initial pose.
The only problem you have would be to do something similar for rotations, which can be quite annoying to solve.
I would rather go with Vig´s method just make a Key in the time slider for the initial position/rotation etc. and copy it over to where you want it and leave it untouched otherwise
It seems to be working, as it defaults to the initial position whenever I do Assume Skin Pose. All that's left for me is to figure out how to have it imitate bipeds and have it animate with keyframes and all... I can't seem to get it to work even when I put in keyframes. Any help on that would be great.