Simply Maya User Community

Simply Maya User Community (https://simplymaya.com/forum/index.php)
-   Maya Basics & Newbie Lounge (https://simplymaya.com/forum/forumdisplay.php?f=31)
-   -   Human/Biped Modeling Pose (https://simplymaya.com/forum/showthread.php?t=24939)

gster123 04-02-2007 11:09 PM

Human/Biped Modeling Pose
 
Hey Guys

Ive recently been getting into character modeling and rigging, my question is whats the best pose to model the character in (biped human type) for rigging and animation.

Should it be -

A - Arms out to the side "T pose" hands flat

B - Arms out to the side "T pose" hands with the thumbs pointing up

C - Arms slightly down in an "A pose" hands flat

D - Arms slightly down in an "A pose" thumbs pointing up

Im asking about the hands as what would be the best if your using a 2 joing system in the forearm , so you get the forearm twist?

Also the overall pose as the arms slightly down might make it easier on setting up a "realxed" pose (arms to the side) with out painting too much weights (as I've read somewhere but not too sure)

Also would you model the arms straight out or with a slight bend in the elbow so that it makes the IK rigging easier or jsut address this with the placement of the joints?

What do you guys think???

starjsjswars 05-02-2007 02:20 AM

I like the D.

j5ive 05-02-2007 07:13 PM

I always model my characters T shaped hands down, this way the natural twist from your elbow to wrist is modelled with correct line flow, where as if you model palms facing the camera, the twist can usually be overlooked and cause problems when animating. I have found modelling in an A shape terribly awkward and pointless unless you do not plan on rigging the character and is basically a prop, as it can be a pain modelling the accurate deformation especially between chest and shoulder/arm pit area. It is by far easiest (for myself at least) to model arms spread T position hands down, that way the limbs are extended and you can further appreciate the muscular exaggeration rather than a relaxed pose.

DrRobotnik 05-02-2007 08:17 PM

I tend to go for B, dont know why tho....err wheres Jay when you need him! lol

EDIT: What j5 is saying makes sense

gster123 06-02-2007 09:13 AM

Cheers guys

Im thinking more A as thats what ive been doing for a bit, also what do you guys model the arms, straight out or a slight bend, as you need a little bend for the IK handles to work correctley, so do you use the geo to create the bends or offfset the joints to force a bend?

Yeah Need Jay/Vlad/Mike etc etc to have a butchers at this!

j5ive 06-02-2007 11:44 AM

It depends on the model itself, if it is 'loose' clothed then I will probably build it with the arms slightly bent forward, but with a 'tight' clothed character or one with arms/flesh showing I tend to build them arms straight to get the muscle definition correct, then bend them a touch forward when it is rigged ready for ik. I think this is a matter of personal preference rather than a generic workflow.


All times are GMT. The time now is 08:50 PM.

Powered by vBulletin® Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Simply Maya 2018