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  • Change setup pose but preserve Animation data

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I encountered a crash trying to figure this out, reported here: Trying to restore animation keys and crashes

I figure I should ask my question here in Editor discussion as well in case bug reports are not the place for a discussion of process...

I created a pose with bones a certain way, but found I need to adjust the bone positions, after having already created a number of animations in the original bone pose.

Is there or what is the correct way to tell Spine to 'remember' the animation bone transform offset data, but adjust the Setup pose? I don't seem to be able to copy/paste the 'correct' animation keyframe data across skeletons, so I tried importing the animation data and got the crash referenced above.

I searched in the forum but found no-one asking the same question.

Please advise. :wounded:

Keys copied in a skeleton cannot be pasted into a different skeleton,so you need to import the animation via data import instead of that. However, copy and paste should not be needed for your purpose in the first place. After editing your skeleton’s setup poses, adjusting the position and rotation of the bones in the animation using the Adjust button on the Dopesheet view should work.

Adjustments to the setup pose should be made as carefully as possible. For example, if you want to adjust the angle of an arm, you can use the numeric entry to adjust the rotation value, such as +15, and then select all rotation keys in the animation and enter +-15 for the rotation value with Adjust enabled to get to exactly the same animation before adjust the setup pose.