I got a problem with pose mode.
Like the heading says, I haven't found yet a possibility to reset the already transformed armature so that it exactly does look like the rest position (though it is still in pose position).
Is there any kind of shortcuts or tricks to do that?
Select all the bones, in pose mode with A. Then, hit:
- ALT R to reset all rotations,
- ALT G to reset all translations,
- ALT S to reset all scales.
Or, you can select all bones (A) and hit space. Then search for "clear pose" and select Clear Pose Transforms in the results. Et voilà!
Case of the Hidden Bones.
If someone else is finding this problem, the above solution does work except.... If you have some bones hidden from view they will not be selected and therefore they will not be reset. I spent more than an hour and I was only minutes away from flipping my desk when I realized some of the bones were hidden. So unhide those bones and make sure they are part of the selection when you reset everything.
In case the above doesn't solve your problem, I found myself having similar issues because I had bones constrained to a pole target and my pole angle was off. I'm not sure why this displays differently in rest mode vs pose mode, and that's what was driving me crazy and acting as a red herring.
There is another issue, which comes up by complex rigs with multiple bones, like arms which have three pairs of bones.
One pair for inverse kinematic, one for forward kinematic and one pair which effects the mesh.
If there are not every bone corectly set with contraints, especialy with copy location contrains, there might be some differences between edit and pose mode.
There is one more solution that might evade a person. The bones must be set to Axis | Angle rather than Quaternion Rotation. This happened to me when exporting from Makehuman 1.1.1 to Blender 2.76b