Datasheet
28 Chapter 1: Character Skeletons
10. e correctly weighted mesh is loaded into the scene. e two versions of Jack over-
lap each other. Turn o the layer visibility of the imported Jack nodes.
11. You can’t copy the weights over to the animated Jack successfully until he is back
into his bind pose. Go to frame -13.0 on the timeline, and choose Modify
Evaluate
Nodes
Ignore All.
12. Now that everything is shut down, select all of the animated Jack’s joints. A quick
way to accomplish this is to choose Edit
Select All by Type
Joints. You can then
deselect the extra joints in the Hypergraph or Outliner.
13. With all of Jack’s joints selected, set their Rotation to 0.0 in the Channel Box. Jack
returns to his default pose without all of his IK handles (see Figure1.34).
Figure1.34
Jack is now back
in his default bind
pose.
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