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I'm trying to create a pose asset for my rig's hand and it isn't applying the pose asset. I'm able to pose the bones in pose mode and create a pose asset in the Action Editor: enter image description here

If I ALT+R to reset the bones and then apply the new pose asset, nothing happens:

enter image description here

Steps taken:

  1. Selected all bones and switched to pose mode
  2. Posed bones to desired position and in the Action Editor, clicked Create Pose Asset
  3. Used ALT+R to reset bones to rest position
  4. Clicked Apply Pose on the new pose asset

Expected behavior: the finger bones will re-position to the pose asset position.

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    $\begingroup$ pls add your blend file and pls tell us exactly the steps you do to add it. e.g. 1) select all bones in pose mode 2) object -> rigid body -> bake keyframes etc. (it's just an example) i think you got the idea. thx. $\endgroup$
    – Chris
    Commented Apr 16 at 5:41
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    $\begingroup$ You are making it complicated, why are you not using one unique armature? Here you have one armature per phallange, no wonder you'll get lost... $\endgroup$
    – moonboots
    Commented Apr 17 at 6:35
  • $\begingroup$ I see, will the hand model and all fingers need to be a single mesh, as opposed to separate objects as they currently are? $\endgroup$
    – cantStop45
    Commented Apr 18 at 0:54
  • $\begingroup$ You have 2 possibilities, either you join all them together, then parent With Empty Groups, and assign each part to the correct vertex group, or you keep them separate objects, select a phallange, shift select the armature, switch to Pose mode, select a bone and Ctrl P (parent to) > Bone. I think the first solution is the best because you have one unique object but you may prefer keeping them separate for some reason $\endgroup$
    – moonboots
    Commented Apr 18 at 7:14

1 Answer 1

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All your phalanges are separate armatures, if you apply the pose it will only apply to the active bone, the last selected. Unless you have a good reason to keep separate armatures, you should better join them together as one armature.

As for the mesh objects, you have 2 possibilities: either you join all them together, then parent With Empty Groups, and assign each part to the correct vertex group, or you keep them as separate objects, select a phalanx, ⇧ Shift select the armature, switch to Pose mode, select a bone and ⎈ CtrlP (parent to) > Bone. I think the first solution is the best because you have one unique object, but you may prefer keeping them separate for some reason.

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