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A Maya script snippet to reset geometry to rest pose after joints have moved
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import pymel.core as pm | |
### SNIPPET Reset Skin Cluster ### | |
# This script can be used to reset geometry to its neutral rest pose | |
# after joints have been moved. Use it when making adjustments to your rig/skeleton. | |
# USAGE: 1. Select the geo 2. Run this script. | |
# Limitation: | |
# Sometimes depending on your history, Maya may give an error and fail to reset the geo. | |
# Sometimes running it twice solves this... ¯\_( ツ )_/¯ | |
# For more advanced cases, like resetting a single joint, see Cole O'Brien's script here: | |
# https://gist.github.com/obriencole11/cfb1545a61bbbaff23498f5f9042d0e3 | |
oldSel = pm.selected() | |
for eachGeo in pm.selected(): | |
skinInputs = eachGeo.listHistory(interestLevel=1, type='skinCluster') | |
# filters out a bug where if a geo has an FFD lattice which is skinned, | |
# it finds the lattice skinCluster instead of your geometry. | |
correctSkins = [ | |
skin for skin in skinInputs | |
if eachGeo.name() in [sk.getTransform().name() for sk in skin.getGeometry()] | |
] | |
for oSkin in correctSkins: | |
skinJointList = pm.listConnections(oSkin.matrix, t='joint') | |
bindPose = pm.listConnections(skinJointList[0].name(), d=True, s=False, t='dagPose') | |
if bindPose: | |
if not (pm.referenceQuery(bindPose[0], inr=True)): | |
pm.delete(bindPose[0]) | |
sourceGeo = pm.skinCluster(oSkin, q=True, g=True)[0] | |
pm.skinCluster(oSkin, e=True, ubk=True) | |
pm.skinCluster(skinJointList, sourceGeo, ibp=True, tsb=True) | |
pm.select(oldSel) |
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