Apply armature changes to mesh so that both the mesh and armature look the same in pose and edit mode I have a Base Mesh of a human male that I've purchased. Using the Armature that it came with, I've made some changes to it, such as making the model a bit taller, thinner chest, thicker legs etc... So basically I scaled and move some of the bones while in Pose Mode. If I go into Edit Mode for the Mesh or the Armature, it of course goes back to what it looked like at first. My goal is to have the Edit Mode look like my current Pose Mode.

Here's what I've tried:


I applied the Armature Modifier to the Mesh which makes the Mesh look the same both in Edit and Object Mode and that's what I wanted.
I then selected my Armature, went into Pose Mode, selected all the bones and CTRL+A > Apply Pose as Rest Pose. The Armature now looks the same in both Edit and Pose Mode.


The issue that I'm now having is that if I add a new Armature Modifier to the Mesh and then select my rig as its object, about 80% of it looks good, but in some areas it deforms pretty bad, it certainly doesn't look the same anymore. Am I doing things the wrong way or what am I missing?

Thank you in advance!

P.S. - Here's a video of what I've tried and my results: https://youtu.be/WuU03lvx3hI
The problem lies in the fact that when you selected all bones of the rig, you didn't select all "Machinary" bones, hidden in others bone layers. Go tot the properties tab, armature, bone layers, turn on every single layer, THEN check if any other bone is hidden (ALT H), then select all and apply pose as rest pose.

In my example picutre a classic Rigify rig, and the same rig with all the machinary bones revealed.



If that doesn't solve the problem, after you have applied your pose as rest pose, select the "bn chest" bone, in the bone constraints panel search for "stretch to" constraint and click the "RESET" button. Do the same with bn neck 01 and bn neck 02.