I don´t get the pose Szabolcs is describing. I´m sure I can´t reach it.

What I´ve come to like about Softimage recently is that a
envelope swims above the modeling stack, you can freeze modeling
but the envelope survives and wheights interpolate quite well.

That is a great help when modeling, it allows to create a simple
rig, maintain rotation pivots and arm lengths, adjust posing for
neutral poses and still completely change the polygon layout.

It´s great for things like jaw (inside mouth) or arm region modeling.

Theoretically, you could do that with pose tools in ZBrush and Mudbox
but not to the same level of accuracy(control). Maya? Ahem, Maya, will not 
support
this so well, either...

I then provide helper objects for the position&orientation of skeleton
joints as used in modeling for rigging to make sure the final rig will
match these rotation pivots for the anatomy as I had it in mind when modeling.

The above also allows to pose the model for best skinning results.

Obviously, I freeze everything, including my envelope prior to handing off a 
copy.

As much as rigging is an art form in itself, it´s surprising how technical it 
is and
how tempting it can beceome to ignore the mesh´s anatomy for the sake of just 
supporting
the rig and workflows of creating a rig. I don´t expect a rigger to actually 
understand
the importance of a certain joint´s rotation pivot while simply trying to make 
a rig work
technically.

Cheers,


tim






On 23.02.2014 01:39, Adam Sale wrote:
Agree with Matt. Hands in line with forearm..  I prefer palms down, instead of 
facing out towards camera.




On Sat, Feb 22, 2014 at 5:45 AM, Sebastien Sterling <[email protected] 
<mailto:[email protected]>> wrote:

    I resent this, i always ask my riggers what they would like as a neutral 
pose :(


    On 22 February 2014 14:21, Enrique Caballero <[email protected] 
<mailto:[email protected]>> wrote:

        yep i agree, dont let the modeling department dictate what your neutral 
pose is.  that can lead to expensive issues down the line


        On Sat, Feb 22, 2014 at 12:25 AM, Matt Morris <[email protected] 
<mailto:[email protected]>> wrote:

            You kick it back to the modelling department and tell them to make 
the hands in line with the forearm.

            Seriously ;)


            On 21 February 2014 16:20, Szabolcs Matefy <[email protected] 
<mailto:[email protected]>> wrote:

                Ok, you must annoyed, but…____

                __ __

                How can I set a different hand orientation? I mean, now the arm 
plane defines the orientation of the hand, and thanks to the character artists, 
they invented some
                idiot pose for the arms and hands that is quite impossible to 
rig normally (just for visualize the issue. Stand up, drop your arm. When your 
hand is quite relaxed,
                raise your hand only, trying to maintain a more or less 45 
degree angle between your arm and body. Now, move your hand closer to your body 
along an imaginary line
                between your wrist and shoulder, but maintain the hand 
orientation (the back of the hand points about the sky, no tilt, no pitch. If 
you are doing it fine, your
                elbow start to drop. Now that’s the pose I need to rig)____

                __ __

                So how can I do it with Gear, where the hand orientation is 
achieved apparently from the arm’s IK resolution plane?____

                __ __

                __ __

                Cheers____

                __ __


                Szabolcs____

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