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For example, I move the finger bones so it appears like a rested hand. Is it possible after that to make that pose the actual geometry of the mesh, so when I compile it and put it in game it doesn't go back to the default open hand?

What I posed it like in blender: What I posed it like in blender

What it looks like when I compile: What it looks like when I compile

I'm new to blender.

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Yup.

Pose your armature. Select your mesh. Copy the armature modifier, then apply the first (topmost) copy. Select your armature in pose mode and ctrl-a -> apply pose as resting pose. Done.

There can be some issues if you have some constraints built around assumptions about the base pose. It's not possible (to my knowledge) to apply a resting pose only to a single bone, so make sure your armature is in the pose you want before doing it.

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  • $\begingroup$ I'm very new to blender, how do I get to the armature modifier? $\endgroup$ – VOKZEL Jul 17 '18 at 21:32
  • $\begingroup$ @VOKZEL That's very very new. I would recommend doing some basic tuts first. I recommend en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro . Without a little more knowledge than that, you probably don't even have the language for me to be able to tell you. But in case I'm wrong, the armature modifier is on the modifier tab of the properties view (with your mesh selected.) $\endgroup$ – Nathan Jul 17 '18 at 21:36
  • $\begingroup$ Yeah, I know I'm new, but I'm not planning on animating or creating custom models. What I am using is just a model from some other video game. But I found out where the armature modifier is, and when I copy it the bones get really buggy and broken. pasteboard.co/HuVMgDh.png $\endgroup$ – VOKZEL Jul 17 '18 at 21:39
  • $\begingroup$ No, it won't be correct until you do everything. $\endgroup$ – Nathan Jul 17 '18 at 22:55

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