How do you set a pose for an actor as the default zero pose?
Succulent Fruit
Posts: 102
Title says it all. I have some really awesome custom characters I've been building for Daz, but they all have the same issue- their default poses aren't ideal for posing in Daz. By that I mean they're either in an A pose, or some other non-T-pose that would make correctly rotating arms, legs, fingers, etc on the xyz axis very frustrating, due to the body parts not aligning with those axis. I've created a zero pose for each character, that resets them to a T-pose that I created for them, but that doesn't solve the axis orientation problem, nor is it a good permanent solution to the issue.
Can someone tell me how to set an actor's pose as the zero pose? as in, make that particular pose the 0,0,0 point for each bone?

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Genesis 8 itself uses an A pose, so I'm not sure why you think that would be unsuitable. You can, however, use the Joint Editor tool to set a new zero pose that differs from the base goemetry - right-click in Viewport>Edit>Bake Joint Rotations.
Hey there, thanks for the reply! That is a neat feature, thanks for the help. The actual issue though, was the rotation axis not matching with the actual body parts I want to rotate. I figured out how to fix that though as well. For anyone else with this issue, go into Window/Panes(Tabs)/Tool Settings, and select Joint Editor from the dropdown menu. Once there, select the bone you want to reorient in your scene. In the joint editor settings, there is a group of sliders called "orientation". Adjusting those sliders will rotate the default axis for that bone, and you can then match it to the angle of the limb or object you want rotated.
twist and bend are separate bones in the legs and arms.dunno which figure it started with
Videogames use twist and bend bones separately as well, I do a lot of videogame character modeling, and I also spend a lot of time reverse engineering game models, and most videogame character models have the same features as the current Gen Daz ones do.