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Tips to fix T-Pose?

Discussion in 'Animation' started by jabevan, Jul 27, 2017.

  1. jabevan

    jabevan

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    I bought a character whose FBX is in kind of a hunched over T-Pose. When I setup the humanoid rig I get a message that the character is not in T-Pose and it twists his forums and hands out of shape. Does anyone have a trick to fix T-Pose either in the Unity rig setup or in Blender?
     
  2. theANMATOR2b

    theANMATOR2b

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    Have you attempted to enforce T-pose?

    Kubold has a good video tutorial on youtube on how he fixes T-pose with models.
     
  3. jabevan

    jabevan

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    Great video, thank you that helped, but my model is still broken by Unity putting it in T-Pose. Take a look at what I mean.

    This is the original pose:



    This is the T-Pose in Unity, notice the forearm and hands:

     
  4. theANMATOR2b

    theANMATOR2b

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    I dont think that is a tpose issue.
    It looks like that is a rigging issue.
    From the image the rig looks wrong. The clavicle bone is parented to the second to top spine bone instead of the top spine bone. The upper arm bone is super small at the shoulder instead of the length of the bicep/tricep, the forearm bone is misppaced where the upper arm bone should be and the hand bone is located where the forearm bone should be located.
    I believe this is causing the error in the skinning - not the tpose.
     
  5. jabevan

    jabevan

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    Thank you. Is that something I should try to fix in Unity by scaling the bones, or do you think I should redo the rig altogether?
     
  6. theANMATOR2b

    theANMATOR2b

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    No - this is something that cannot be fixed in Unity, the correction for the rig needs to be done in 3D.
    While you are fixing that - might as well put the character in a proper T-pose. But thinking about this some more - unless you are going to set up some masks for the upper body, humanoid animations are going to make the creature stand upright like a common human stance anyway - probably making the creature look odd - without the hunch.
     
  7. jabevan

    jabevan

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    Thank you for your reply. I’ve been doing some reading and research, have read quite a few of your posts on other threads, etc. I’m looking at a couple DCC options. Right now I’d like to focus on rigging and animation, rather than a full 3D solution. I’m looking at the following packages and wondered what you’d recommend for a novice (not total newb):
    • Mixamo
    • Blender / Rigify
    • Akeytsu
    • iClone (the Neuron Mocap is intriguing)
    • 3DS
    Thanks for your time on this!!
     
  8. theANMATOR2b

    theANMATOR2b

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    This is a tool created for people who can't/don't rig there own characters, and do not have the ability to animate. This is not a rigging/animation solution except for an auto rigger that rigs humanoid characters, and a vast mocap library with some minor tweaking of the rig/animations.
    Great for artists who do not want to pay for a complete 3D solution. I don't use blender so I can only make mentions that others have provided. Personally I would choose another option, but blender is a viable choice - and - free!
    I've heard rigify is a pain - and does not conform to the humanoid rig in Unity - but there are tutorials online to guide - how to solve these issues. Great option if you are looking not to spend any money.
    Soley created as a rigger/animation tool. I tested this product out when they were in beta and it felt like a solid product. Since it is very focused on rigging and animation support only I think this is a viable product that can only be improved upon. I don't remember if quadruped support was an issue or not - but very nice tool (and very stable at the time) for rigging/animating.
    I have no experience with this product. My personal opinion regarding the characters from iClone - they all look kind of Daz studio - look. Personally I dislike the look of the characters.
    All around quality product. Biped rigging if not using custom bones or the CAT solution has to have default settings changed to match the humanoid rig in Unity. (5 second two step process)

    One product you did not mention - is Maya LT - this is a light version of maya that is $29/month. A great product at a great price - and arguably the best rigging and animations tools available on the market.
     
    jabevan likes this.
  9. jabevan

    jabevan

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    Really great feedback, thank you. I’m not really interested in the character creation in iCone 7, but their rigging and animation looked pretty good and their integration with Neuron mocap is cool. I don’t know if it allows you to import your own characters though, so this one is suspect.

    I’ll definitely checkout Akeytsu, 3DS, and Maya LT. I see that Maya can, but can Maya LT natively import the latest 3DS format, or do you need to export to FBX first?
     
  10. theANMATOR2b

    theANMATOR2b

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    I can't be certain - but it should import .3ds files no problem. They have a list of the files supported both import and export.
    The one thing you want to note though is the export files. They do support fbx of course, but I don't think many others, this is mostly set up for indie game developers. So no rendering and a bunch of other limitations - mostly CG stuff.
    They have a list of all the features not included as well.


    Also - about iclone - there have been many theads dedicated to the issues with converting the rig that it uses to be usable in Unity. I don't know the specifics but other developers have already performed this process and have documented for others. ;)
     
    jabevan likes this.
  11. rogodoy

    rogodoy

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    A way to fix this problem:
    1. Create a T-pose character, after your rigging setup
    2. Reset all bone rotations for a nice T-pose. Legs must be straight and arms straight.
    3. Import your T-pose, not the animations.
    4. After import your T-pose character, choose Rig tab, and create the character avatar from the T-pose, not from animated t-pose.
    5. After you create this avatar based on tpose, import all the animations.
    6. After import all animations, use the tab: copy from other avatar, and use the avatar from T-pose.
    7. This will fix the problems with bone rotations.
    8. If you want use Ragdolls, a Tpose will help for character animations like death or falling down.
    Never use animated rigs as character avatars, just Tpose ones.