Relaxed pose is much better for rigging, but the zero-pose should always be
the straight T-Pose.
You'll note that in Gear, when you zero out the controllers you get a
T-Pose. This is, in my opinion, better for motion capture, axis orientation
and transfer of animation from character to character.


On 24 February 2014 00:51, Szabolcs Matefy <[email protected]> wrote:

> 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 J
>
>
>
> 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]> 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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