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