Adjust Bones - Not in T pose - Makes blender rest pose different from normal pose.


https://forum.reallusion.com/Topic466219.aspx
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By Chris876876 - 5 Years Ago
So i have been using cc3 and blender for a while now, but have not come across this problem before.

My model is finished and in a t pose in the editor, and it is also in a t pose from the modify menu, however when I export to blender I find that the character is in an A pose. 
Digging around in character creator, I have found that the adjust bones section when you first click the character is in an A pose, exactly the same as in blender.
The problem is that I cannot seem to make this A pose change to a T pose. Also the characters that are both t pose in CC3 remain that way in Blender. 
I have tried to set pose as rest pose in blender, and have also looked at a few videos on how to change it, but i have had no luck with that.

If any one could help it would be much appreciated. 

Example Images showing what the problem is.   - First is t pose normal but an A pose in adjust bones.
Even after being exported multiple times with the blender setting and mesh with T pose, Or Mesh and Motion with the 3 options it still retains that A pose.


By lianchiu - 5 Years Ago
if you use CC3+ BASE character that Bind Pose is "A Pose"
so if you want keep T pose please use CC3 BASE or CC1 BASE Character. their Bind Pose is "T Pose"

in Blender it will use Bind Pose in Edit Mode
By Chris876876 - 5 Years Ago
Ahh, thanks.

I have looked at what has happened, and now i understand. I was using the CC3 Toon Models, but when i applied the makeup and skin adjustments the model had to be converted to CC3+ which in turn changed the bind pose.
Is there a way to change it back by maybe baking the materials or is it stuck in that bind pose now?


By e1_scheer - 5 Years Ago
I wish there would be more input sought from users when making these kind of decisions.
Using an A-pose instead of a T-pose make sense for skinning, but it's hardly a world of 
difference.  However for motion purpose having the T-Pose is still an industry standard.

Having to juggle the two poses across more than one application is just a pain !
By 4u2ges - 5 Years Ago
e1_scheer (12/17/2020)
I wish there would be more input sought from users when making these kind of decisions.
Using an A-pose instead of a T-pose make sense for skinning, but it's hardly a world of 
difference.  However for motion purpose having the T-Pose is still an industry standard.

Having to juggle the two poses across more than one application is just a pain !

Agreed. Worst decision ever :Whistling:
By Rampa - 5 Years Ago
No need to adjust bones guys. There are two ways to export a T-pose:

Set your character in a T-pose and choose "Current" from the "Include Motion"section.
https://forum.reallusion.com/uploads/images/5e25e409-3e90-4d8d-b9c0-08d1.jpg

Or

Set the "FBX Options" to "Mesh", and then choose T-Pose in the "Default Pose" section.
https://forum.reallusion.com/uploads/images/29e7382c-ce2a-4ecd-8cd9-21e6.jpg
By 4u2ges - 5 Years Ago
@Rampa
Does not help at all. This is what would happen:

https://forum.reallusion.com/uploads/images/ce74a9aa-7fd9-47c1-9f93-72f7.jpg


So you have to bake a Rest Pose in Blender anyway - regardless