The 45 degree default pose.


#1

Hi,

I was searching around the web about the best default pose for rigging and skinning. I found this thread here: http://forums.cgsociety.org/showthread.php?t=488565

Every tutorial i’ve seen still uses T-pose or maybe shoulders bent downwards 45 degree. What I wonder is that how does it work with the whole workflow from modeling, sculpting, texturing and animation.

Should I model the character in some natural standing pose and when im about to start rigging it i’d pose it into this 45 degree “invisible motorcycle riding pose”? Then, after rigging and skinning i would have to pose it back to the natural pose standing pose or T-pose for animation?

I’m working on a character that needs pretty wide range of motion because i’ll be doing some climbing, crawling and such animations for it.


#2

Howdy,

The rule of thumb is to model the appendage in the center position of its min/max range. :wink:

Adios,
Cactus Dan


#3

If i put every appendage in the center of their min/max range that makes a bit awkward pose. Kinda hard to visualize the form in that pose while modeling.

Would be great to see some example of this pose.

It’s kind of hard to find a rigging tutorials for realistic characters where small deformation oddities matter. Most are for some cartoon characters in stiff default pose.


#4

Generally, you’ll want to model and skin the character in a pose that offers the best deformation, but finding this pose may take some trial and error. A-pose, T-pose, motorcycle… Try them all, and see what works for you. No matter which pose you use for skinning, you can put the character into an entirely different pose for rigging.


#5

Thanks. I’ll try every possible option and see what works the best. I probably have to do some crazy systems to the rig to make it deform right anyway.


#6

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