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I have an animated armature in my .blend file found here. I parented a mesh to my armature while in rest pose and it's good, once the animation starts the mesh start twisting. I wonder how I can avoid this unwanted twists deforming my mesh during animation. If anyone could please help me solve this issue as I will be doing it automated using Python as I have many armatures to parent with the same mesh, so it needs to be possible to be handled by python scripting.

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  • $\begingroup$ Just looking at your head bone in pose mode, (with local axis) the animation looks like it is z axis facing forward. Your rest pose isn't.... resulting in the twisting. $\endgroup$
    – batFINGER
    Commented Feb 16, 2017 at 14:42
  • $\begingroup$ @batFINGER thank you very much for your assistance. So could you please advise how it could be fixed? and how to avoid this from happening when building my armature please? $\endgroup$
    – Tak
    Commented Feb 16, 2017 at 23:58
  • $\begingroup$ Not sure there's an easy answer to this. Could try posing a new Tpose taking note of bone alignment (eg as noted in previous comment z forward for head bone, you'll notice all the bones from origin down look dodgy based on action poses) Then try something like in this answer $\endgroup$
    – batFINGER
    Commented Feb 17, 2017 at 2:53
  • $\begingroup$ @batFINGER Thank you. The armature was constructed using the method you provided here: blender.stackexchange.com/a/49295/2517 do you think there is a way to fix this while the armature is constructed through that script? $\endgroup$
    – Tak
    Commented Feb 17, 2017 at 2:57
  • $\begingroup$ Is the Tpose on frame 0 created from the C3D data? $\endgroup$
    – batFINGER
    Commented Feb 17, 2017 at 3:02

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