Heyo, I have been wondering why most T-poses for game characters use semipronated arms? What is the advantage? Since the forearm is rotated by 45 degrees, shouldn´t this be a disadvantage for animators?
It's closer to the pose the character will normally be in, our rigs usually aren't sophisticated enough to deal with extreme deviation from the bind pose so this leads to less artefacting, less of the time
It's the same reason that a T-pose isn't usually the best pose to model in for game characters and we mostly go with the A-pose.
hands down, because this way you rotate the handjoint 90° to forwards and 90° to be backwards, upwards is usually a much more rare case. so overall its just less stress on the geo/rig and deforms better. with nowadays rigs and amount of polies its less of an issue than it used to be tho
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It's the same reason that a T-pose isn't usually the best pose to model in for game characters and we mostly go with the A-pose.