This is my question. Should I model my characters in a t pose or not? The one of the right is my original model, I later changed it to a t pose so I could make use of Maya's Human IK quick rig. This is good for using premade animations in Unity, however I am sure there are down sides.
Would love some opinions on the matter!
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By the way, you don't have to use the t-pose with humanIK. I am using humanIK and use the A-pose. I think that would only matter for the controller setup? Though I'm not sure. I am using pre-made animations, so I don't need any controllers.
@Mark Dygert I am noticing this too as I sculpt, the deltoid pushes up against the collar bone naturally, does make it problematic.
@BIGTIMEMASTER I think I see what you mean. I am using their controller and it is breaking the initial Maya IK when I move the bones down. I'm going to do some tests with the original model and see if I can get it to work! Thank you for informing me of this!
@musashidan I appreciate the input, I will change on my new character. She was A pose, then I switched to T, will go back to the A pose!
How she started.
If you are rigging one higher quality character, it may make more sense to choose your pose based on what makes your sculpting the easiest/gives the best result.
@musashidan This is something, I am not familiar with, using the layers. What are some of the advantages? I did see a presentation at the Zbrush summit a few years ago by an artist for the Far Lands game, showing the facial expressions baked out using layers. Was very cool! I would like to know more examples though, anything to increase my efficiency and do things the best way possible, I will learn no problem.
I think movign a character through poses early on could be very powerful -- maybe essential -- for game characters. Working on my first game project and starting to see my characters in action, one thing I am learning is how different they look actually moving around in a game environment versus in a static pose in Zbrush or Substance Painter viewport. Once they become alive, I notice all sorts of things I missed before. I think it would be extremely useful then to bend and stretch a character around as early as possible, so that I can start to imagine how it's going to look as a final in-game product.
Em… what of during mocap, Isn't the mocap life actor in T-pose before recording motion or A- pose is now used? I have always thought u had to have characters in T-pose if there are to be used for mocap.
If hand animated, A pose is more suitable.
Quite a few mocap systems use a T pose for a common, default calibration pose. I've worked with two that had options for A pose also. That doesn't mean you need to model in that pose, just that your rigged up skeleton and your actor need to move to that pose for a few frames so things sync up.
When modeling and even rigging, it can be easier to work in a T pose, but at some point before skinning or even during or afterward you move it to a more neutral default pose and fix any issues that might have popped up, IF there are any. It's not really going to break anything, its all about whatever is easier for you at that point. There are a half dozen ways to translate the pieces in various apps and to account for differences that it's not really an issue.
Also, the first one, I did not model the inside of her mouth, to keep it simple, but her eyes are. Sooo, going to try a simple face rig too.
Atleast have her eyes rigged so I can make her look around while in Unity Engine.