I initially created a script to reset hand poses, with the option to include the fingers, or instead, keep the hand pose, and zero only the fingers - which is something I need quite often. PhilC has this included in his Poser Tools, but it has a performance problem: it refreshes the figure after resetting the joint rotations for every bone, which is very slow and can potentially crash Poser. In addition, it doesn't have an option to reset only the fingers. It's either the hand or everything. My version offers the extra option, and only refreshes the preview AFTER all joints have been reset, so it's much faster and efficient than PhilC's.
More specifically for Dawn, one problem I often find myself in is when I have a custom character with all morphs applied, and I need to reset just the pose or the hands, but those were posed using the build-in ERC controls instead of join rotations. If we reset the "pose" (joint rotations), the torso, neck and hands will keep the bends anyway, because the ERC dials are considered as "morphs", even if they just control joint rotations. They will not be affected, and need to be zeroed one-by-one, which is a PITA.
So I've started writing another script that instead of zeroing rotations, it zeroes specific ERC control dials in Dawn's Body actor. Examples of these ERC control dials in Dawn are Torso Bend, Torso Twist, and Torso Side-Side, which control several torso groups in one dial. Controlling the 2 neck groups, we have Neck Bend, Neck Side-Side, and Neck Twist. On the hands we have several control dials that pose all parts of the hand at once, like Left Hand Grasp, Left Hand Fist, and so on. All of these dials are not affected by Joint Editor's "Zero Rotations". You can try - it has no effect because they are considered morphs instead of joint rotations.
My second script is to handle these things in specific, the ERC controls on Dawn. I have placed the list of affected dials on a text file the script reads at start up, so we can customize it by figure. It has options to zero the torso, the neck, and the left and right hands. I have also included an option to zero everything at once. This will complement the first script, which handles only joint rotations. Once I make a GUI, I can use the 2 scripts to control everything from one place. On my pipeline, this will be useful.
More specifically for Dawn, one problem I often find myself in is when I have a custom character with all morphs applied, and I need to reset just the pose or the hands, but those were posed using the build-in ERC controls instead of join rotations. If we reset the "pose" (joint rotations), the torso, neck and hands will keep the bends anyway, because the ERC dials are considered as "morphs", even if they just control joint rotations. They will not be affected, and need to be zeroed one-by-one, which is a PITA.
So I've started writing another script that instead of zeroing rotations, it zeroes specific ERC control dials in Dawn's Body actor. Examples of these ERC control dials in Dawn are Torso Bend, Torso Twist, and Torso Side-Side, which control several torso groups in one dial. Controlling the 2 neck groups, we have Neck Bend, Neck Side-Side, and Neck Twist. On the hands we have several control dials that pose all parts of the hand at once, like Left Hand Grasp, Left Hand Fist, and so on. All of these dials are not affected by Joint Editor's "Zero Rotations". You can try - it has no effect because they are considered morphs instead of joint rotations.
My second script is to handle these things in specific, the ERC controls on Dawn. I have placed the list of affected dials on a text file the script reads at start up, so we can customize it by figure. It has options to zero the torso, the neck, and the left and right hands. I have also included an option to zero everything at once. This will complement the first script, which handles only joint rotations. Once I make a GUI, I can use the 2 scripts to control everything from one place. On my pipeline, this will be useful.