Is the T-pose a must?


#1

So far I only saw characters, characterized in a T-pose.

Isn’t it possible to characterize characters,
that have been skinned with lowered arms, like those feature film rigs?


#2

If you’re going actor to character or character to character it’s recommended that you use T pose. Motionbuilder expects this when you characterise.


#3

T or A … i dont know if motion builder only accepts T , but from what i understand the bind pose in modeling atleast should be in a releaxed shape with as less many muscles stretched as possible, personaly i see the T pose as a stretch cause its pulling chest back and shoulder muscles… but i dont know hoe motion builder accepts this. just my 2 cents :smiley:


#4

MB will accept any pose, but for retargeting features the t-pose is what it is expecting. If not in a hard t-pose, you will see offsets appear that may not appear otherwise. Sometimes they are hard to remove if using the actor tool. If you use t pose you will have an easier time with the retargeting tools.

The A pose which is ideal for skinning and binding etc, can still be used for that purpose, you only need to adopt the t stance in mb for characterising.


#5

So the T-pose is just recommended for motion mapping among different FBX files.

Does that mean, that in order to preserve the T-pose advantages;
I can skin a character in maya with apropiate naming conventions in an “A” pose,
but then rotate the arms before I export to FBX, so I achieve a T-pose
when imported into MB?

BTW, thanks a lot for your replies guys.


#6

There is also a quadruped pose for yeah you guessed it: Quadrupeds, read in the docs somewhere.


#7

Mustique - “I can skin a character in maya with apropiate naming conventions in an “A” pose,
but then rotate the arms before I export to FBX, so I achieve a T-pose
when imported into MB?”

  • Exactly all you need are these 2 poses.

#8

I never use the T stance in MB or any other app - it gives crap shoulder deformation.
I model and export from LW in the A Stance and characterise it in MB still in the A stance. Only prob I’ve encountered is as someone mentioned earlier MB works from a T Stance so if you drop one of MB predifined animations on your character the arms are pushed in about 45 degrees too much - but that’s fixable.


#9

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