Thanks guys, For rigging and for animation I prefer the A pose, the arms are 45 degrees apart from the body, because the shoulders are in rest still, chest is rest, etc. Gear supports that pretty well too. Unfortunately the model is not that I can pass back, it's what I have to work with. As a character artist myself I'd never ever pose a character like this
This image is not the character, but found on the internet as a horrifying example: http://www.tpolm.com/thriller/images/lady-wire.jpg I'll align the elbow to the palm, and thus resolving the issue :) Cheers Szabolcs From: [email protected] [mailto:[email protected]] On Behalf Of Eric Thivierge Sent: Sunday, February 23, 2014 9:13 PM To: [email protected] Subject: Re: GEar again I'm with you Tim. The more relaxed slightly bent elbow / knee with arms angled downward. Some call it an A pose. I prefer palms down with the hand joint aligned down the length of the forearm as well. Cesar has a good point in that you can have 2 poses. One for weighting and one for the default Animation pose which puts the character into T pose and aligned the IK controls with the world axis (or global SRT ctrl) so when your animator's are animating their fcurves they make sense. I can appreciate it being annoying to move a Y translation key up and down and having the controller not moving straight up and down in the viewport relative to the global SRT of the character. -------------------------------------------- Eric Thivierge http://www.ethivierge.com On Sun, Feb 23, 2014 at 2:17 PM, Cesar Saez <[email protected]<mailto:[email protected]>> wrote: That's why I chose a different approach in riglab where you can choose different poses for deformation and rigging, the monolithic approach is not the way to go IMHO. Sorry for the lame self-plug, I just wanted to add my 2 cents.

