Pose Mode: How to reset transformed armature to its rest position?
I got a problem with pose mode.
Like the heading says, I haven’t found yet a possibility to reset the already transformed armature so that it exactly does look like the rest position (though it is still in pose position).
Is there any kind of shortcuts or tricks to do that?
7 Answers 7
Select all the bones, in pose mode with A . Then, hit:
- ALT R to reset all rotations,
- ALT G to reset all translations,
- ALT S to reset all scales.
Or, you can select all bones ( A ) and hit space . Then search for "clear pose" and select Clear Pose Transforms in the results. Et voilà!
Mac Users Use Option instead of ALT .
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Case of the Hidden Bones.
If someone else is finding this problem, the above solution does work except. If you have some bones hidden from view they will not be selected and therefore they will not be reset. I spent more than an hour and I was only minutes away from flipping my desk when I realized some of the bones were hidden. So unhide those bones and make sure they are part of the selection when you reset everything.
In case the above doesn’t solve your problem, I found myself having similar issues because I had bones constrained to a pole target and my pole angle was off. I’m not sure why this displays differently in rest mode vs pose mode, and that’s what was driving me crazy and acting as a red herring.
To reset all hidden and unselected bones in an armature:
- Enter pose mode
- Right click in the viewport and select "Clear User Transforms"
- Uncheck "Only Selected" in its options



There is another issue, which comes up by complex rigs with multiple bones, like arms which have three pairs of bones.
One pair for inverse kinematic, one for forward kinematic and one pair which effects the mesh.
If there are not every bone corectly set with contraints, especialy with copy location contrains, there might be some differences between edit and pose mode.
![]()
There is one more solution that might evade a person. The bones must be set to Axis | Angle rather than Quaternion Rotation. This happened to me when exporting from Makehuman 1.1.1 to Blender 2.76b
A possible solution that is simple and might be helpful so I post this in this old thread.
When working on a Rigify armature I got a similar problem. Even with all bones unhidden, also all constraints deleted with menu search (f3) > clear pose constraints so I was sure there where no constraints on any bones. The Torso-bone did not want to go in rest pose.
Clear Transform
Once you have transformed some bones, if you want to return to their rest position, just clear their transformations.
Resets location, rotation, and scaling of selected bones to their default values.
Location, Rotation, Scale Alt — G , Alt — R , Alt — S
Clears individual transforms.
Note that in Envelope visualization, Alt — S does not clear the scale, but rather scales the Distance influence area of the selected bones. (This is also available through the Pose ‣ Scale Envelope Distance menu entry, which is only effective in Envelope visualization, even though it is always available…)
Clears the transforms to their keyframe state.
Operate on just the selected or all bones.
© Copyright : This page is licensed under a CC-BY-SA 4.0 Int. License. Last updated on 09/06/2023.
Как сбросить позу в blender
Once you have transformed some bones, if you want to return to their rest position, just clear their transformations.
Resets location, rotation, and scaling of selected bones to their default values.
Location, Rotation, Scale Alt — G , Alt — R , Alt — S
Clears individual transforms.
Note that in Envelope visualization, Alt — S does not clear the scale, but rather scales the Distance influence area of the selected bones. (This is also available through the Pose ‣ Scale Envelope Distance menu entry, which is only effective in Envelope visualization, even though it is always available…)
Clears the transforms to their keyframe state.
Operate on just the selected or all bones.
© Copyright : This page is licensed under a CC-BY-SA 4.0 Int. License. Last updated on 05/17/2023.
Как сбросить позу в blender

This is a Cheat Sheet Guide on how to permanently change a model’s Rest Position.
Normally when modelling, we create the model in a T pose and when we finish, we want to change its rest position to a more natural pose for creating animations from or we’ve download a model that has already been posed where the rest pose is not something we can use to modify it and want to change it to a T or another Pose to make it easier to work with.
This guide will illustrate how to permanently change the armature and mesh so that when we take them into edit mode, the model doesn’t spring to a different position (the Rest Pose).
Just remember that if the model has any type of animation using the original armature as its base, those animations will have to be modified or redone to work with the new model.
Changing the rest pose will break pre-made animations that were based on the original model.
Pose Mode: How to reset transformed armature to its rest position?
I got a problem with pose mode.
Like the heading says, I haven’t found yet a possibility to reset the already transformed armature so that it exactly does look like the rest position (though it is still in pose position).
Is there any kind of shortcuts or tricks to do that?
7 Answers 7
Select all the bones, in pose mode with A . Then, hit:
- ALT R to reset all rotations,
- ALT G to reset all translations,
- ALT S to reset all scales.
Or, you can select all bones ( A ) and hit space . Then search for "clear pose" and select Clear Pose Transforms in the results. Et voilà!
Mac Users Use Option instead of ALT .
![]()
![]()
Case of the Hidden Bones.
If someone else is finding this problem, the above solution does work except. If you have some bones hidden from view they will not be selected and therefore they will not be reset. I spent more than an hour and I was only minutes away from flipping my desk when I realized some of the bones were hidden. So unhide those bones and make sure they are part of the selection when you reset everything.
In case the above doesn’t solve your problem, I found myself having similar issues because I had bones constrained to a pole target and my pole angle was off. I’m not sure why this displays differently in rest mode vs pose mode, and that’s what was driving me crazy and acting as a red herring.
To reset all hidden and unselected bones in an armature:
- Enter pose mode
- Right click in the viewport and select "Clear User Transforms"
- Uncheck "Only Selected" in its options



There is another issue, which comes up by complex rigs with multiple bones, like arms which have three pairs of bones.
One pair for inverse kinematic, one for forward kinematic and one pair which effects the mesh.
If there are not every bone corectly set with contraints, especialy with copy location contrains, there might be some differences between edit and pose mode.
![]()
There is one more solution that might evade a person. The bones must be set to Axis | Angle rather than Quaternion Rotation. This happened to me when exporting from Makehuman 1.1.1 to Blender 2.76b
A possible solution that is simple and might be helpful so I post this in this old thread.
When working on a Rigify armature I got a similar problem. Even with all bones unhidden, also all constraints deleted with menu search (f3) > clear pose constraints so I was sure there where no constraints on any bones. The Torso-bone did not want to go in rest pose.
How to reset pose in blender
If you're new to Blender, you may be wondering how to reset the position of an object. Here's a quick tutorial on how to do just that!
Select the object you want to move.
In the Properties window, under the Object tab, scroll down to the Transform section.
Click the Reset button next to the Location setting.
That's it! Your object will now be reset to its original position.
Related questions:
Q: How do you reset pose to rest position?
A: You can reset the pose to the rest position by going to the Pose menu and selecting "reset pose to rest position".
Blender Tutorial: Resetting a Pose
My armature appears differently in the rest position compared to the pose position. I am interested in resetting the pose position to resemble the rest position. Is there another way to replace the pose position with the rest position without being so direct?
How to set rest pose as pose?
An update is available and the corresponding .blend file is now accessible.
Can you provide me with a detailed tutorial that demonstrates the process of transforming the current pose to precisely match the rest pose?
This is my armature in rest position :

This is the appearance of pose position .

I desire to restore the pose position to match the appearance of the relaxed position.
I attempted to reset all the transformations by selecting "Pose" followed by "Clear Transform" and then choosing "All".

But this is the result:

Solution:
-
Switch to "Current Scene" in the dropdown menu of Outliner, then right-click on "metarig" and select "Delete hierarchy". Despite only displaying origins, metarig and mesh are duplicated, implying deletion in edit mode. However, this can cause a disturbance to your active rig.
Apply rotation and scale (ctrl-a) to the chosen mesh.
Remove the constraint for <a href="https://code911.top/howto/limit-rotation-angle" title="Limit rotation angle">Limit Rotation</a> in <a href="https://code911.top/howto/how-to-activate-pose-mode" title="How to activate pose mode?">pose mode</a> by selecting shin.l. Next, navigate to the IK panel and adjust the Pole Angle to 0.
Blender 2.8 tutorial
Reset pose in blender
Blender Tutorial How To Change The Rest Pose On A
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How to temporarily disable pose transformation in Weight Paint mode?
Can pose transformation be disabled in Weight Paint mode temporarily like in Edit mode for meshes? If not, a possible solution could be to save pose transformations in a temporary keyframe, clear all transformations in the original keyframe, weight paint, and then restore all pose transformations from the temporary keyframe.
First revision made: A snapshot relying on the response provided by thibsert.

Solution:
Pick the Armature and activate the Rest Position option in the Object Data Properties.
Make sure to turn on Pose Position again when you finish.
Apply pose as rest position keeping previous frame
Using Blender 2.9.
My armature is animated with just two frames. The first frame depicts the armature in the resting position, while the second one has two rotated bones. My aim now is to accomplish an operation that may not be supported.
My aim is to establish the second frame's pose as the resting position without affecting the first frame's pose. However, this is not a simple task as poses are relative to the first frame. Blender throws an exception "Actions on armature will be destroyed by new rest pose" when I attempt to achieve this goal, and it also mirrors the rested pose to the first frame. This makes it difficult to retain the original position.
Is there a method to accomplish this objective by flipping the animation and making the initial second frame the ultimate reference for future animation frames? It would be acceptable if there is a current add-on that can achieve this seamlessly.
When I set that pose as the rest position, I am unable to revert to the original first frame's position even if I try copying it from another Blender instance that has not undergone these temporary alterations.

The focus of the model is on the hands as they appear in the viewmodel.
Solution:
The usage of a helper bone, along with an addon that includes pose mode features, ultimately assisted me in resolving a more extensive issue that went beyond my initial question, which was more difficult to tackle.
Can't change Pose Position of Armatures to Rest with Alt-G,R,S combo
Recently, I began exploring Blender and experimenting with uncomplicated armature models . Previously, to reset the armature, I would use the Alt-G,R,S combination or select 'Clear Transform.' However, these methods no longer seem to be effective. Is there an alternative approach to explicitly restore the pose position to its original state?
My preference is to utilize the Armatures in the "Rest Position" for modifying poses. In the past, I attempted to find a similar technique to achieve this goal. The process involved copying the Armature from the "Rest Position" tab, deleting the Pose Position in the "Pose Position" tab, and substituting it with the "Rest Position" Armature to allow for translation while in "Pose Position" mode. Unfortunately, this approach proved unsuccessful, leaving me perplexed.
Update: Disregard my previous message. I have discovered that resetting the "Pose Position" differs from resetting the "Rest Position" as the latter does not factor in the impact of the IK restrictions.
Solution:
Under the armature settings in the properties panel, you have the option to select "Rest Position" in order to reset the pose to its original state.