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.

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