Hi! I have a question about the character setup. For rigging, which pose do you prefer the model to be in: A-pose or T-pose? Which one makes the rigging process easier or matches your pipeline best?
- A-pose for skinning: it puts joints in a more neutral pose. Ideally a bend in the legs too, aka “riding an invisible motor cycle.”
- T-pose for control rigs: Slightly easier for positioning, mirroring stuff along major XYZ axes, and math solutions. Drops better into Motion Capture systems like Human IK / motion builder.
Skinning in one pose and building a control rig in another is not unheard of.
1 Like
We do both rigging and skinning in A pose, then our control rig has offsets built into all of the controls that we use to put the character into T pose for easier animation and mocap retargeting.
Our rigs are built similar to how mGear works, so you just position guides and the builder builds the rigs based on the relationships of the guides. There are just WAY too many things that need rigging that can’t go into the equivalent of A or T pose (like robots and props) so there’s a specific reason to NOT limit yourself to requiring straight arms and legs.
1 Like