Сброс/Копия положения костей скелета
- В этой теме 6 ответов, 4 участника, последнее обновление 3 года, 9 месяцев назад сделано aless .
Есть цель сделать зацикленную анимацию, например бесконечное вставание со стула и посадка на него как на картинке, смысл в том, что начальное положение тела и конечное должны совпадать, вопрос как можно скопировать положение костей из 0 кадра скажем в 200 кадр или же в 200 кадре сбросить положение скелета в позицию по умолчанию в которой тело сидит?

Ответ найден, тема закрыта)
Теперь давай рассказывай как, иначе тема не полноценная получается 🙂
Можно копировать позу в конкретном кадре и вставлять ее в другой кадр) 
Помогите плз создаю скелет и вхожу в режим редактирования настраиваю скелет как мне нужно и перехожу в обьектный режим и весь результат сбрасывается что делать.
Можно копировать позу в конкретном кадре и вставлять ее в другой кадр)
можно еще ключи на таймлайне прямо выделять и копировать
настраиваю скелет как мне нужно и перехожу в обьектный режим и весь результат сбрасывается
скорее всего ты скелет в позу поставил
- Форум «Анимация и ригинг» закрыт для новых тем и ответов.
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Помимо уроков по Blender, Вы сможете найти готовые 3D-модели, материалы и архивы высококачественных текстур. Сайт регулярно пополняется новым контентом и следит за развитием Blender.
Как сбросить позу в blender
- В этой теме 6 ответов, 4 участника, последнее обновление 3 года, 5 месяцев назад сделано
aless .
Есть цель сделать зацикленную анимацию, например бесконечное вставание со стула и посадка на него как на картинке, смысл в том, что начальное положение тела и конечное должны совпадать, вопрос как можно скопировать положение костей из 0 кадра скажем в 200 кадр или же в 200 кадре сбросить положение скелета в позицию по умолчанию в которой тело сидит?

Ответ найден, тема закрыта)
Теперь давай рассказывай как, иначе тема не полноценная получается
Можно копировать позу в конкретном кадре и вставлять ее в другой кадр) 
Помогите плз создаю скелет и вхожу в режим редактирования настраиваю скелет как мне нужно и перехожу в обьектный режим и весь результат сбрасывается что делать.
Можно копировать позу в конкретном кадре и вставлять ее в другой кадр)
можно еще ключи на таймлайне прямо выделять и копировать
настраиваю скелет как мне нужно и перехожу в обьектный режим и весь результат сбрасывается
скорее всего ты скелет в позу поставил
- Для ответа в этой теме необходимо авторизоваться.
Авторизация

Рубрики
О сайте
На данном сайте Вы сможете найти множество уроков и материалов по графическому
редактору Blender.
Контакты
Для связи с администрацией сайта Вы можете воспользоваться следующими контактами:
Следите за нами
Подписывайтесь на наши страницы в социальных сетях.
На сайте Blender3D собрано огромное количество уроков по программе трехмерного моделирования Blender. Обучающие материалы представлены как в формате видеоуроков, так и в текстовом виде. Здесь затронуты все аспекты, связанные с Blender, начиная от моделирования и заканчивая созданием игр с применением языка программирования Python.
Помимо уроков по Blender, Вы сможете найти готовые 3D-модели, материалы и архивы высококачественных текстур. Сайт регулярно пополняется новым контентом и следит за развитием Blender.
Editing¶
In Pose Mode, bones behave like objects. So the transform actions (move/rotate/scale, etc.) are very similar to the same ones in Object Mode (all available ones are regrouped in the Pose ‣ Transform submenu). However, there are some important specificities:
- Bones’ relationships are crucial (see Parenting ).
- The “transform center” of a given bone (i.e. its default pivot point, when it is the only selected one) is its root. Note by the way that some pivot point options seem to not work properly. In fact, except for the 3D Cursor one, all others appear to always use the median point of the selection (and not e.g. the active bone’s root when Active Object is selected, etc.).
Basic Posing¶
As previously noted, bones’ transformations are performed based on the Rest Position of the armature, which is its state as defined in Edit Mode. This means that in rest position, in Pose Mode, each bone has a scale of 1.0, and null rotation and position (as you can see it in the Transform panel, in the 3D Views).

An example of locally-Y-axis locked rotation, with two bones selected.
Moreover, the local space for these actions is the bone’s own one (visible when you enable the Axes option of the Armature panel). This is especially important when using axis locking, for example, there is no specific “bone roll” tool in Pose Mode, as you can rotate around the bone’s main axis just by locking on the local Y axis R Y Y … This also works with several bones selected; each one is locked to its own local axis!
When you pose your armature, you are supposed to have one or more objects skinned on it! And obviously, when you transform a bone in Pose Mode, its related objects or object’s shape is moved/deformed accordingly, in real-time. Unfortunately, if you have a complex rig set-up and/or a heavy skin object, this might produce lag, and make interactive editing very painful. If you experience such troubles, try enabling the Delay Deform button of the Armature panel the skin objects will only be updated once you validate the transform operation.
Auto IK¶
| Mode: | Pose Mode |
|---|---|
| Panel: | Sidebar region ‣ Tool ‣ Pose Options |
The auto IK option in the Sidebar enables a temporary IK constraint when posing bones. The chain acts from the tip of the selected bone to root of the upper-most parent bone. Note that this mode lacks options, and only works by applying the resulting transform to the bones in the chain.
Clear Transform¶
| Mode: | Pose Mode |
|---|---|
| Menu: | Pose ‣ Clear Transform |
| Hotkey: | Alt-G , Alt-R , Alt-S |
Once you have transformed some bones, if you want to return to their rest position, just clear their transformations.
Location, Rotation, Scale Alt-G , Alt-R , Alt-S Clears individual transforms. All To clear everything at once. Reset Unkeyed
Clears the transforms to their keyframe state. This operator is also available in the Specials ‣ Clear User Transform menu.
Only Selected Operate on just the selected or all bones.
Note that in Envelope visualization, Alt-S does not clear the scale, but rather scales the Distance influence area of the selected bones (also available through the Pose ‣ Scale Envelope Distance menu entry, which is only effective in Envelope visualization, even though it is always available…).
Apply¶
| Mode: | Pose Mode |
|---|---|
| Menu: | Pose ‣ Apply |
| Hotkey: | Ctrl-A |
In-Betweens¶

There are several tools for editing poses in an animation.
There are also in Pose Mode a bunch of armature-specific editing options/tools, like auto-bones naming , properties switching/enabling/disabling , etc., that we already described in the armature editing pages. See the links above…
Push Pose from Breakdown¶
| Mode: | Pose Mode |
|---|---|
| Tool: | Toolbar ‣ In-Betweens Tools ‣ Push |
| Menu: | Pose ‣ In-Betweens ‣ Push Pose from Breakdown |
| Hotkey: | Ctrl-E |
Push Pose interpolates the current pose by making it closer to the next keyframed position.
Push Pose from Rest¶
| Mode: | Pose Mode |
|---|---|
| Menu: | Pose ‣ In-Betweens ‣ Push Pose from Rest |
Similar to Push Pose from Breakdown but interpolates the pose to the rest position instead. Only one keyframe is needed for this tool unlike two for the other.
Relax Pose to Breakdown¶
| Mode: | Pose Mode |
|---|---|
| Tool: | Toolbar ‣ In-Betweens Tools ‣ Relax |
| Menu: | Pose ‣ In-Betweens ‣ Relax Pose to Breakdown |
| Hotkey: | Alt-E |
Relax pose is somewhat related to the above topic, but it is only useful with keyframed bones. When you edit such a bone (and hence take it “away” from its “keyed position”), using this tool will progressively “bring it back” to its “keyed position”, with smaller and smaller steps as it comes near it.
Relax Pose to Rest¶
| Mode: | Pose Mode |
|---|---|
| Menu: | Pose ‣ In-Betweens ‣ Relax Pose to Rest |
Similar to Relax Pose to Breakdown but works to bring the pose back to the rest position instead. Only one keyframe is needed for this tool unlike two for the other.
Breakdowner¶
| Mode: | Pose Mode |
|---|---|
| Panel: | Toolbar region ‣ In-Betweens Tools ‣ Breakdowner |
| Menu: | Pose ‣ In-Betweens ‣ Pose Breakdowner |
| Hotkey: | LMB -drag |
Creates a suitable breakdown pose on the current frame.
The Breakdowner tool can be constrained to work on specific transforms and axes, by pressing the following keys while the tool is active:
- G , R , S : move, rotate, scale
- B : Bendy bones
- C : custom properties
- X , Y , Z : to the corresponding axes
Copy/Paste Pose¶
| Mode: | Pose Mode |
|---|---|
| Menu: | Pose ‣ Copy Pose , Pose ‣ Paste Pose , Pose ‣ Paste Pose Flipped |
| Hotkey: | Ctrl-C Ctrl-V Shift-Ctrl-V |
Blender allows you to copy and paste a pose, either through the Pose menu, or by using hotkeys.
Copy Pose Copy the current pose of selected bones into the pose buffer. Paste Pose Paste the buffered pose to the currently posed armature. Paste Pose Flipped Paste the X axis mirrored buffered pose to the currently posed armature.
- This tool works at the Blender session level, which means you can use it across armatures, scenes, and even files. However, the pose buffer is not saved, so you lose it when you close Blender.
- There is only one pose buffer.
- Only the selected bones are taken into account during copying (i.e. you copy only selected bones’ pose).
- During pasting, on the other hand, bone selection has no importance. The copied pose is applied on a per-name basis (i.e. if you had a forearm bone selected when you copied the pose, the forearm bone of the current posed armature will get its pose when you paste it – and if there is no such named bone, nothing will happen…).
- What is copied and pasted is in fact the position/rotation/scale of each bone, in its own space. This means that the resulting pasted pose might be very different from the originally copied one, depending on:
- The rest position of the bones,
- and the current pose of their parents.

The rest position of our original armature.

The rest position of our destination armature.

The first copied pose (note that only two bones are selected and hence copied).

…pasted on the destination armature…

…and mirror-pasted on the destination armature.

The same pose as above is copied, but this time with all bones selected, …

… pasted on the destination armature…

…and mirror-pasted on the destination armature.
Propagate¶
Mode: Pose Mode Menu: Pose ‣ Propagate Hotkey: Alt-P The Propagate tool copies the pose of the selected bones on the current frame over to the keyframes delimited by the Termination Mode. It automates the process of copying and pasting.
Options¶
Modes which determine how it decides when to stop overwriting keyframes.
While Held The most complicated of the modes available, as it tries to guess when to stop propagating by examining the pauses in the animation curves per control (i.e. all F-curves for a bone, instead of per F-curve). To Next Keyframe Simply copies the pose to the first keyframe after (but not including any keyframe on) the current frame. To Last Keyframe Will simply replace the last keyframe (i.e. making action cyclic). Before Frame To all keyframes between current frame and the End frame option. This option is best suited for use from scripts due to the difficulties in setting this frame value, though it is possible to set this manually via the Adjust Last Operation panel if necessary. Before Last Keyframe To all keyframes from current frame until no more are found. On Selected Keyframes Will apply the pose of the selected bones to all selected keyframes. On Selected Markers To all keyframes occurring on frames with Scene Markers after the current frame. End Frame Defines the upper-bound for the frame range within which keyframes will be affected (with the lower bound being the current frame).
Show/Hide¶
Mode: All Modes Panel: Properties editor ‣ Bone ‣ Viewport Display Menu: … ‣ Show/Hide You do not have to use bone layers to show/hide some bones. As with objects, vertices or control points, you can use H :
- H will hide the selected bone(s).
- Shift-H will hide all bones but the selected one(s).
- Alt-H will show all hidden bones.
You can also use the Hide checkbox of the Bone tab ‣ Viewport Display panel .
Note that hidden bones are specific to a mode, i.e. you can hide some bones in Edit Mode, they will still be visible in Pose Mode, and vice versa. Hidden bones in Pose Mode are also invisible in Object Mode. And in Edit Mode, the bone to hide must be fully selected, not just his root or tip.
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Как сбросить позу в blender

Работа со скелетом — сброс положений
Alt+R — сбросить повороты;
Alt+G — сбросить перемещения;
Alt+S — сбросить масштаб;
Меню "Pose" —> Clear Transform —> All
Если в режиме "Pose" установили какую-либо кость так, как он должна быть по умолчанию, а она в Edit mode сбрасывается обратно, то меню "Pose" —> Apply —> Apply Pose as Rest Pose.Pose Mode: How to reset transformed armature to its rest position?
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?7 Answers 7
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!
Mac Users Use Option instead of ALT .


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
A possible solution that is simple and might be helpful so I post this in this old thread.
When working on a Rigify armature I got a similar problem. Even with all bones unhidden, also all constraints deleted with menu search (f3) > clear pose constraints so I was sure there where no constraints on any bones. The Torso-bone did not want to go in rest pose.
Pose Mode: How to reset transformed armature to its rest position?
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?7 Answers 7
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!
Mac Users Use Option instead of ALT .


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.

To reset all hidden and unselected bones in an armature:
- Enter pose mode
- Right click in the viewport and select "Clear User Transforms"
- Uncheck "Only Selected" in its options


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
A possible solution that is simple and might be helpful so I post this in this old thread.
When working on a Rigify armature I got a similar problem. Even with all bones unhidden, also all constraints deleted with menu search (f3) > clear pose constraints so I was sure there where no constraints on any bones. The Torso-bone did not want to go in rest pose.
Blender как сбросить позу

Blender как сбросить позу
I am trying to export a Blender model to the Source engine. The origins of every object coincide correctly in Blender, but when I do the export, some model sections are out of line.
I suspect this is because the model armature was exported (from Fuse) with some minor transformations done to them. I have tried selecting all bones in pose mode, going to the pose menu and clearing all transforms, but:
1. It does not seem to make a difference
2. When I reload the blender file, the transformations are back.Is there a way to permanently remove the transformations done to the bones in pose mode?
- В этой теме 6 ответов, 4 участника, последнее обновление 3 года назад сделано
aless .

Можно копировать позу в конкретном кадре и вставлять ее в другой кадр)
