Hey Everyone !
Sorry about being a little grumpy here but everytime i have to spend some quality time with the skeletons, i know it’s gonna hurt and it never fails, just because of that damned A pose.
Granted, i’m a complete ignorant on modeling and animation, but i’d like to know if i am the only one having some hard time with this pose ?
It makes retargeting hell and it makes socket orienting hell. By comparison, T pose is pure heaven
Being a complete zero in artistic matters, i bought a lot of animated models on the marketplace and spent a lot of time using sockets and retargeting animations back and forth between various skeletons (mixamo, UE4, even models from Unity exported/reimported in UE4 via Blender^^)
So this gives me a very little bit of experience with this and everytime i come back with the same question: why the A pose ?
I remember reading somewhere that A pose was more natural than T pose for animators and modelers because the mesh is less stretched, is that the reason we have to deal with all those awkward angles ?
Anyway, i would very much like to hear how the pros deal with all the uncomfortable angles when, say, you want to set the orientation of a hand socket ?
Are there any tricks/tools or do you become with time a natural in 3D rotations ?
I know there is no perfect solution because rotations simply don’t commute in space, but the A pose doesn’t seem to be the more rational solution to deal with that fact.
The T pose seems to make everything relatively simple at least for an indie amateur like me, what’s wrong with it ?
Is there some consensus here or is it one of those questions you should never bring on the table if you want to keep your friends, like religion and politics ?
Cheers !
Cedric