Talk:T-pose: Difference between revisions

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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.
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.
:Yeah, we should move it in this case. [[User: Nyargleblargle|<span style="color: lime">'''Nyargle'''</span><span style="color: orange">'''blargle'''</span>]] ([[User talk:Nyargleblargle|Talk]]) 14:57, 15 May 2015 (EDT)
:Yeah, we should move it in this case. [[User: Nyargleblargle|<span style="color: lime">'''Nyargle'''</span><span style="color: orange">'''blargle'''</span>]] ([[User talk:Nyargleblargle|Talk]]) 14:57, 15 May 2015 (EDT)
::As true as it may be, we use common terms. Note [[SW:NOT]]. Thanks, though! Score[[Special:Contributions/ScoreCounter|C]]o[[User:ScoreCounter|u]]n[[User Talk:ScoreCounter|t]]er 16:22, 15 May 2015 (EDT)

Revision as of 15:22, May 15, 2015

This is probably the third time I've asked this question, but what possible way could we trigger an SSB one? --RoyboyX Talk 11:00, 15 December 2012 (EST)

Probably the same way they're triggered in Melee - an Action Replay code. Trying to discover such a code is the problem. Toomai Glittershine ??? The Trumpeteer 12:08, 15 December 2012 (EST)
Found a video showing moveset hacks which could lead us to a blind pose. Everyone get on the guy's case for the code. http://www.youtube.com/watch?v=VNjYW4OXqTs --RoyboyX Talk 12:17, 15 December 2012 (EST)
The quality of that image looks fine, and how did you trigger them? --RoyboyX Talk 13:03, 15 December 2012 (EST)

Can We Have a List of Blind Poses Page?

I think it's necessary for pages like this, so we can see all the characters' blind poses. Maybe something like Blind Poses (SSBM) and have a separate page for the other games or something like that.—Preceding unsigned comment added by Garridk (talkcontribs) 08:01, June 20, 2014 (CDT)

Don't support. Almost every character has the same exact blind pose in every game, plus it probably will be near impossible to find/trigger it in SSB4. RosalinaU (talk) 18:49, 19 November 2014 (EST)

Normally, you shouldn't reply to comments over a month old. However, this wasn't answered until just now, so I guess it's OK. Anyways, I oppose this idea, because, as stated above, the blind poses are the same for every game, though with different graphics. However, I do propose the idea of at least uploading images of characters' blind poses. Rtzxy Reflect.jpg Reflect! 18:53, 19 November 2014 (EST)

Not Called a Blind Pose: Its a BIND 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 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.

Yeah, we should move it in this case. Nyargleblargle (Talk) 14:57, 15 May 2015 (EDT)
As true as it may be, we use common terms. Note SW:NOT. Thanks, though! ScoreCounter 16:22, 15 May 2015 (EDT)