# How to change the base pose of a bone?

**URL:** <https://discourse.threejs.org/t/how-to-change-the-base-pose-of-a-bone/25032>\
**Category:** Questions\
**Tags:** skeleton, bones, animation\
**Created:** [April 3, 2021, 3:09pm UTC](https://discourse.threejs.org/t/how-to-change-the-base-pose-of-a-bone/25032 "2021-04-03T15:09:09Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![prominent](https://avatars.discourse-cdn.com/v4/letter/p/f08c70/32.png) [@prominent](https://discourse.threejs.org/u/prominent)\
**Post date:** [April 3, 2021, 3:09pm UTC](https://discourse.threejs.org/t/how-to-change-the-base-pose-of-a-bone/25032/1 "2021-04-03T15:09:09Z")

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I tried searching for this question already, but had no luck finding anything that would lead me to an answer.  
I need to update the resting base pose of a bone after it has been modified. When I adjust the rotation, etc of the bone, the skinned mesh gets deformed. So I want to make the current pose the base pose and without any transformed mesh.  
Any guidance on this would be appreciated. Do I have to update the inverse matrixWorld of a bone to accomplish this?

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<div class="post-metadata">

**Author:** ![prominent](https://avatars.discourse-cdn.com/v4/letter/p/f08c70/32.png) [@prominent](https://discourse.threejs.org/u/prominent)\
**Post date:** [April 3, 2021, 3:33pm UTC](https://discourse.threejs.org/t/how-to-change-the-base-pose-of-a-bone/25032/2 "2021-04-03T15:33:51Z")

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I figured it out… was easier than I thought:

```
	elbow.updateMatrixWorld();
	let boneIndex = skeleton.bones.indexOf( elbow );
	skeleton.boneInverses[boneIndex].copy( elbow.matrixWorld ).invert();
	skeleton.pose();
```
