Talk:T-pose: Difference between revisions
→Not Called a Blind Pose: Its a BIND Pose
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Heya, didn't want to edit the actual wiki since I'm not a regular here and didn't want to step on anyone's toes, but I'm a professional game dev just wanted to say the correct term is "bind pose", not "blind pose". | Heya, didn't want to edit the actual wiki since I'm not a regular here and didn't want to step on anyone's toes, but I'm a professional game dev just wanted to say the correct term is "bind pose", not "blind pose". | ||
The term "bind pose" comes from the idea that this is the pose the model is "bound" to when it is rigged for animation. It's the shape of the raw geometry before it's been moved by the animation system. While a T-stance *might* help with texturing, that's generally not the purpose as most tools allow surfaces | The term "bind pose" comes from the idea that this is the pose the model is "bound" to when it is rigged for animation. It's the shape of the raw geometry before it's been moved by the animation system. While a T-stance *might* help with texturing, that's generally not the purpose as most tools allow surfaces to be easily hidden. The bind pose is often a T-stance because this allows the bones to be laid down in the orthographic views instead of relying on the perspective view. e.g. The arms are completely straight, instead of needing to draw a diagonal which may be difficult to get centered correctly. (Modern tools make this less of an issue, although many pipelines are still set up this way since if it ain't broke, don't fix it.) Some of it also has to do with preventing certain types of deformations, especially pinching. In engines that use weighted vertices keeping the body parts clear of each other makes it easier to make sure that you don't accidentally catch vertices you don't mean to when setting up the rig, especially things like armor that should be rigid and not deforming. |