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I would like to move my armature from pose mode to another pose (a random one) and set the position I create like the new rest position. Is there a way in order to achieve this goal?

My armature is deforming a mesh so I want to deform the mesh too.

This is my mesh and its relative REST POSITION:

Mesh and its relative rest position

I want to change and set a new REST POSITION and I follow your advice; I change my armature in pose mode and then click on Apply pose as Rest Pose:

Changed armature in pose mode

The result is this one:

End result

The armature resets the rest pose like I wanted, while the mesh - I can't understand why - comes back to the original position (the one set by the old rest pose).

Why doesn't it work?

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    $\begingroup$ If none of these solutions work for your scenario, you might want to try Pose Library, set a default pose and add a new pose, that's it. It should be noticed that this is not actually a default pose, but you could apply the pose instead, or even another rest pose. $\endgroup$
    – Tokenyet
    Commented Aug 3, 2019 at 14:48

6 Answers 6

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  1. Apply the armature modifier - armature in rest pose doesn't deform anything, so we need also a mesh to match the new rest pose.

  2. Pose > Apply Pose as Rest Pose. This will set current pose as the rest pose. It sets only bones poses - constraints or custom properties in complicated or badly designed rigs might make the rig act weird with bones in different rest state!

  3. Add the armature modifier back.

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    $\begingroup$ Seems to be more complicated than necessary, why do we have to apply the modifier first, it should work without this? $\endgroup$
    – Black
    Commented Nov 16, 2017 at 21:54
  • $\begingroup$ And what about rigify? It's definitely too complicated or badly designed. How to make it right for a rigify rig? Should I re-pose the source metarig and then just rebuild, or there is another way? $\endgroup$
    – Mechanic
    Commented Nov 22, 2018 at 17:16
  • $\begingroup$ @Mechanic Yes, exactly like that. You do that on metarig and then generate the complicated rig again. It's the reason why complicated rigs need to be generated with scripts and not build by hand. If it didn't had this functionality to generate from metarig, it would be indeed "badly designed rig". $\endgroup$ Commented Nov 22, 2018 at 17:20
  • $\begingroup$ @Jaroslav Jerryno Novotny, thank you. I've played a bit with different layers of the rig, and eventually I regenerated it in the new pose. Thanks gods there is a snap tool to easily re-pose the metarig against the already posed actual one. $\endgroup$
    – Mechanic
    Commented Nov 22, 2018 at 18:53
  • $\begingroup$ Where is "Apply the armature modifier"? How do I change the mesh to the pose position? $\endgroup$ Commented Oct 4, 2019 at 19:11
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Apply the pose as rest pose. Remember this will naff up any animations using the previous rest pose. There will be a warning of such in the system console.

Applying the armature modifier will deform the mesh to match a pose.

enter image description here

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  • $\begingroup$ i edit my quesion after i use your method. Please check it. I can't understand why doesn't work $\endgroup$
    – Fuboski
    Commented Mar 30, 2016 at 10:24
  • $\begingroup$ How do you apply the armature modifier? I can only see where to apply a pose as rest pose, but this results in the bones being outside the mesh. $\endgroup$ Commented Oct 4, 2019 at 19:31
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Apply pose as Rest Position only sets armature position, there is a sophisticated way to do this without any plugin by a hack, this blog saved me several hours of modelling.

-It copies armature modifier in Object Mode.

-Then applies one of the modifier, and voila. :)

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In addition to the other answers, I've been using the Cats Blender plugin which has a built-in button to do this. It handles both mesh deformation and changing the pose bones at the same time.

enter image description here

Once you have Cats installed, you can open this menu by pressing N, then "CATS", then you can click "Apply as Rest Pose". Note that if you wish to pose the object further, you need to go into "Object Data" Context -> "Skeleton" -> select "Pose Position".

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Hey this one will simply help you a lot dude! Simply click on armature then click the human form Icon under it it indicates the rest position! Good luck ! enter image description here

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    $\begingroup$ That just switches between the 'Pose' position and the 'Rest' position, it doesn't apply the 'Pose' position as the 'Rest' pose. $\endgroup$ Commented Mar 31, 2017 at 14:42
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Since NO ONE GAVE AN ANSWER.

  1. Click on Mesh. The Golden/Green Triangle.(main model the triangles that make the shape ETC) in Object Mode.
  2. That Blue Wrench Icon on the lower side panel(if going by default Blender UI) That's your Modifiers
  3. From there your Armature Modifier lives here. This allows you to choose which Armature the Mesh is Parented to and will deform to.
  4. There is a VERY SMALL ARROW MENU next to a bunch of toggle buttons and Close Button. In there is Apply, This will apply the Mesh into the Pose you have just done. IF you have ANY Shape Keys in the Armature this will fail to run and MUST BE DELETED Blender will give a popup about this error if there are any.
  5. You MAY have to remake you Armature Modifier depending on how blender feels today. Just Click Add Modifier -> deform -> Armature. Then in the empty Object box hit the icon and click which Armature in the scene you want.
  6. Now all you need to do is return to Pose Mode CTRL+A apply -> apply Pose as Rest Pose to Match your bones back up.
  7. Now save CTRL+S and hope you don't go mad because of the UI design again.

Remember Undo/CTRL+Z is your friend.

Armature lives Here

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