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I was making a simple character to learn animation and how to use bones (I'm a beginner), I accidentally made a rotation that I didn't like, so I cleared the transforms, but it is different from the rest position. I looked closely and realised that two bones that are connected in pose position are not connected in rest position (pictures attached) what do I do to fix this?

here are "side by side"s

close up with bones showingnote the separation

what it looks like in full view

full effect

thanks

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  • $\begingroup$ please share your file so that we can see the bones setup: blend-exchange.giantcowfilms.com $\endgroup$ – moonboots Apr 24 '19 at 6:47
  • $\begingroup$ ok thanks! i didnt know i could do that, (i'm a beginner) anyway, would you be able to help me now? thanks again $\endgroup$ – Jack Farmer Apr 28 '19 at 16:26
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Actually, when you are in Pose mode, the Rest Position put the bones at the same positions as in Edit mode. If you switch back to Pose Position you'll let all the Bone Constraints (and perhaps keyframes) act on your bones.

In your case, why, in Pose Position, is the calf bone in another position than in Edit mode (or Rest Position)? Because it has an IK Constraint and you can see the influence of this constraint, it will make the bone stick to its target, which is called "leg_ik.l".

So if you don't want your basic Pose mode to be this one, you need to stick your "leg_ik.l" to the tail of the calf (but in the process it will move some other bones so you will have to bring other corrections).

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  • $\begingroup$ wow, thanks so much! i tried that and, you were totally right, it moved other bones, im having trouble with the 'corrections' though :( thanks again!!! but btw, if i wanted to animate this now (say, a walk cycle) would this problem that i have even make a huge difference? or could i just get away without all this hassle? $\endgroup$ – Jack Farmer Apr 28 '19 at 22:15
  • $\begingroup$ I haven't tried this kind of bones setup so I'm not sure how it works, it seems to work once you've fixed the problems you've pointed out, in my case I've tried more basic riggings that work perfectly: just an IK bone (calf), an IK controller behind the foot, this controller is only parented to the main root bone and foot is parented to this controller (and toe parented to foot), and a pole target for the knee of course, it's easy $\endgroup$ – moonboots Apr 29 '19 at 2:50
  • $\begingroup$ like this one: youtube.com/watch?v=cGvalWG8HBU except I create a toe bone (so 2 bones for the foot), and no need for custom bones in my opinion but that's a detail $\endgroup$ – moonboots Apr 29 '19 at 3:04

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