Posted 21 February 2011 - 08:37 AM
It depends on the kind of rig you are working with really, is it an IK rig with controllers or a mocap-type file where there's just joints with animation on them on every frame? If the latter then you may need to delete position keys on the joints before adjusting the skeleton. Generally with mocap files you only need translation animation on the root (base of the spine usually) joint.
As a general rule to adjust the position of joints in an already bound character you do the following :
1- return the rig to it's bind pose.
2- select the skin deformer and switch it off (using the checkmark beside it in the OM) (the mesh should not move when you do this if you have returned the rig to the bind pose correctly)
3- move/rotate the joints to the new position.
4- select the Weight tag on the mesh and click the 'Set Pose' button.
5- now you can switch the skin deformer on again and the character is ready to animate.
HTH,
Cheers,
Brian