if you e.g. want to add something to your character, but you can't get into the bindpose, there is an option that's called "ignore bindpose"...
however if you can't get into the bindpose, there can be several cases why it doesn't... if something has been added to the skincluster after it has been created... if IK is on, or expressions... usually by turning "Modify --> evaluate nodes" to ignore all, will let's you go to the bindpose in these cases...
but then again, since I don't know what you wanna do, it's a bit difficult to give any answers...
The characters right hand has a bent finger, and it was bound that way (accidently).
I have a wrap deforming a high res version of the character, and the wrap is seperated at the hands, head and feet. So, in order to preserve influence objects and weight painting (which I spent quite a while doing and am happy with), I wanted to detach my right hand from the skeleton, fix the joints, then re-bind the right hand and mirror weights from the left. However, I can't re-bind the hand with a straightened skeleton because the rest of the skin was bound to a different pose.
So - if I can change the bind pose for the character to the straightened skeleton, all may be solved. (in theory).
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