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. > > >

