Simon Edmondson Posted September 29, 2014 Share Posted September 29, 2014 Been a bit distracted recently by other work but, trying to get back into finishing Ska Lake properly. One of the things it was intended to do was to test the models. And it has definitely done that ! The young Boy ( Charlie) was adapted from a Make Human file and, it came with the pose of the arms down at the sides. All the models I've made in the past have used a T pose for the rig installation so it was something new to me. That pose seemed to complicate the installation of the 2008 rig but that may just have been my error. Now trying to re rig the model and wondered if there were any views as to the best setup pose to use ? T pose, arms at side or something altogether different ? simon Quote Link to comment Share on other sites More sharing options...
Fuchur Posted September 29, 2014 Share Posted September 29, 2014 T-Pose is widely used, but it could be worth a try to do it in the pose the character will be in at most of the time. See you *Fuchur* Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted September 29, 2014 Hash Fellow Share Posted September 29, 2014 The 45 degree slant pose is a nice compromise between T-pose and arms-down. It might be easier when you do CP weighting to have that as the starting point. But I've never tried it on my models yet, I've always been doing T-pose, just because. Quote Link to comment Share on other sites More sharing options...
Simon Edmondson Posted September 29, 2014 Author Share Posted September 29, 2014 Gerald, Robert Thank you for your replies. I think my problems arise from my cp weighting and will have to bit the bullet and do it all again. It wasn't apparent when using toon render with flat colours but it becomes very evident when using shadow with fall off. sadly regards simon Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted September 30, 2014 Hash Fellow Share Posted September 30, 2014 Gerald, Robert Thank you for your replies. I think my problems arise from my cp weighting and will have to bit the bullet and do it all again. It wasn't apparent when using toon render with flat colours but it becomes very evident when using shadow with fall off. sadly regards simon If you get stuck, post it and we'll look at it. Quote Link to comment Share on other sites More sharing options...
itsjustme Posted September 30, 2014 Share Posted September 30, 2014 I use a modified "T" pose like Robert suggested. The arms are raised as high as they can go without raising the shoulders. For me, it makes weighting the shoulders easier. Just my preference. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted September 30, 2014 Hash Fellow Share Posted September 30, 2014 If you are wondering what a modified T-pose is... it isn't any of these images that came up in a search for "modified T Pose" Here's a better example" Quote Link to comment Share on other sites More sharing options...
Simon Edmondson Posted September 30, 2014 Author Share Posted September 30, 2014 Robert, David Thank you for your replies. Some of those Yoga poses are very strange indeed. If you put them on a demo reel or animation they would not be credible... Make Human seems to come with the modified T pose so I'll give that another go. Suspect the problem is that, as usual, I jumped iinto it before it was fully ready to go and then tried to modify it along the way when the problems became apparent. Think what I should try to do is develop a movement sequence that puts the model through a wide range of positions then use that to test any new models against later on ? regards simon Quote Link to comment Share on other sites More sharing options...
itsjustme Posted September 30, 2014 Share Posted September 30, 2014 Think what I should try to do is develop a movement sequence that puts the model through a wide range of positions then use that to test any new models against later on ? Yessir. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted September 30, 2014 Hash Fellow Share Posted September 30, 2014 My tactic has been to test each joint as i weight/fanbone/smartskin it. I have the model open in an action window so I can test rotate the bone while I'm working on it in another window. That way I only need to have the geometry bones in the model and don't need to have the rigging constraints done yet. Quote Link to comment Share on other sites More sharing options...
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