Perhaps try this: 1. set the character in the desired pose (t-pose) 2. select the mesh (with Skin modifier) 3. in the main menu bar : Tools > Snapshot (options Single and Mesh) This will create a copy of the mesh in Max, set to the t-pose with no Skin modifier. 4. select the mesh with Skin modifier 5. Set Skin to Off (eye…
Straight to point number two then. "This only works on the bones if they are not rigged" you mean before adding then to the skin modifier? or if they are not parented?
@coven Add my script above as a button the the skin modifier. And if you do let me know, because I have more scripts that should be integrated. :lol: I recommend doing both. Freeze Transforms will help prevent gimbal lock. And in the Curve Editor it's nice that all the curves emanate from a value of 0. Set Skin Pose saves…
Animation terminology is as follows... Geometry is skinned for deformation to bones. Bones are rigged to control objects for animation. Using skinning and rigging interchangeably can get confusing. So just stick to the above. I'll rephrase this..."This only works on the bones if they are not rigged" The Skin modifier keeps…