hey together, im total boon when it comes to animation and rigging but well ... i started to learn rigging and animation in maya based on the 3dmotive videos by justin harrison... now i ended up with some relaxed pose for my rig and character cause i had no clue what im doing .D then i realized :P that i need this thing…
Unity does not need a T Pose. The only reason for a T Pose is if your are using mocap animation, or you are sharing animations that were authored with a T Pose as the base. Hito is correct too, if you import the FBX as "Humaniod" you can configure the T Pose in Unity.
just looked at the settings again. T-Pose is required for Mechanim. But Unity can force your rig into T-Pose after import so no worries in Maya or Max or whatever.
Unity has the option of sampling whatever bind pose you had in Maya, or enforce T-pose to move the arms into T-pose, when configuring the avatar. so maybe give that go before you start redoing everything in T-Pose. I believe FBX will attempt include maya bind pose in the export by default
hey guys @hito : i tried it out and wolololo Oo unity moves it to t - pose ;P and it seems to work pretty well :o *hocus pocus* thanks ! @monster : good to know ! thanks for the info thats exactly what i hoped to hear ;P greetings