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Enabling IK resets pose in other armature #58

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joepal1976 opened this issue Aug 9, 2019 · 2 comments
Open

Enabling IK resets pose in other armature #58

joepal1976 opened this issue Aug 9, 2019 · 2 comments

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@joepal1976
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To demonstrate:

  • Import human A
  • Pose human A
  • Import human B
  • Click add IK on human B

Expected outcome: human A remains in current pose and is unaffected

Actual outcome: all bones in human A armature are reset back to rest pose

@Palmer-JC
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I get the same thing. The first 3 lines of op are

bpy.ops.object.mode_set(mode='POSE')
bpy.ops.pose.select_all(action='SELECT')
bpy.ops.pose.transforms_clear()

I put a return after line 2, and the select all does both skeletons:
both selected

I wonder if this is supposed to happen, or an issue with 2.80? I happen to have a 2,79b for win32 still around, which I used to check the loading / running of DLL's on 32 bit. This does not happen on an old version, but one where you still are bringing characters across via socket. FYI, current version does not even load on 2.79 anymore. It gets invalid syntax when class properties are declared using ':'.

The select_all is required to get the B-BONE scaling to work. It looks kind of bad if IK is applied when posed, Clear all afterward worked. It does error on removal of IK though. Am going to look into removal

@Fakey-Person
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Fakey-Person commented Dec 5, 2020

No, it happens maybe, because it can not do that pose with Via Ik/FK enabled.
because trying to pose something trying to use an arm or forearm (it's not possible) because you only need to move the hand to move the arm
Oh, and it could be also. if you are in pose mode on the human and you import another human (it forces you to go in obj mode, so that's maybe why it resets

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