View Full Version : Why does all the 3D models stand in the same way?
Absorber
12-01-2008, 11:19 AM
Why does all the 3D models stand in the same way? :think:
Why do they allways have their arms and legs spread?
Im doing nothing with 3D, but I really want to know that :)
Is that a easy way to start with when you need to get the parts moving?
Seeya
walrus
12-01-2008, 12:38 PM
That's exactly it: The base pose you see - sometimes called the T-pose - is a very convenient pose to use for texturing and then setting up a skeleton and rigging a character. and once you've done that, then you can pose it any way you want.
seven
12-01-2008, 07:55 PM
It's also debatable where the hands should be and what position the arms should be at to rig with the least deformations. You'll find many reasons to do one over the other.
cookepuss
12-02-2008, 12:54 AM
The T-pose is derived from the classic "Vitruvian Man" (http://nooblogs.gr/ballas/files/2008/08/j-102-0013_vitruvian_man_500.jpg) pose established by Da Vinci.
To me, it's a pose that's both inconvenient and practical. I prefer the 45 degree bend over the T-pose. It's a nice mid-point.
As we all know, shoulders are a pain in the butt to get right. I find that the deform better at 45 than straight out in the T. Less potential popping at the top when you flatten the arms to the side and less potential popping to pit when posed straight up. Eases the weight mapping process, imo.
Can you imagine other default positions? Just imagine if we started modeling characters with their legs out in a full split - like an inverted T. We'd have more problems in the hips. What if we had the harms in a both a T and pointed forward? You'd get all sorts of weird stuff at the clavicle and the back.
To me, 45 degrees for the arms is the path of least resistance. Less warping & pinching by default. I used to do standard T, but it always required me to tweak and test my weight mapping more.
To each his own though. They're both valid.
As far as the hands go, I prefer palm down instead of palm forward. It makes for a more natural pose. In real life, you'd have to twist from the shoulder for that. In CG, that (imo) means a shift in poly flow & muscle tensions. Plus, it changes the default position of any helper bone you've got at the bicep (for twist).
Yeah. As for what Cookepuss said. One more + for 45 degree pose is that you hardly ever need to animate anything in extreme pose like straight up or splits for legs. Those would be easier with t-pose of course :)
edit: Eh, I always post too fast and think after. The major + for 45 degrees is of course that the loops in legs and arms have to do much less for every base pose you might be thinking of, except for those total extremes
Absorber
12-03-2008, 02:15 PM
Ok thanks for all the information :D
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