Tips to fix T-Pose?

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?

Have you attempted to enforce T-pose?

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

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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:

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.

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?

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.

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!!

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.

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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?

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. :wink:

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A way to fix this problem:

  • Create a T-pose character, after your rigging setup
  • Reset all bone rotations for a nice T-pose. Legs must be straight and arms straight.
  • Import your T-pose, not the animations.
  • After import your T-pose character, choose Rig tab, and create the character avatar from the T-pose, not from animated t-pose.
  • After you create this avatar based on tpose, import all the animations.
  • After import all animations, use the tab: copy from other avatar, and use the avatar from T-pose.
  • This will fix the problems with bone rotations.
  • 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.

Hi i need help i don’t understand what is happening but its the same problem with tpose but diferent i think when i put enforce t-pose, apply it and back to config the body back and is the same menssage character is not in tpose i try put apply and export for a game but when i open the game the character is in tpose too can some one help me
and has this warning here

ImportFBX Warnings:
Mesh ‘Antenas’ has 2406 (out of 3746) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 8, 12, 13, 15, 16, 17, 18, 19, 20, 21 and so on…
Mesh ‘Arm_L’ has 928 (out of 1764) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Arm_L.001’ has 788 (out of 1076) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 11, 12 and so on…
Mesh ‘Arm_L.017’ has 1752 (out of 2637) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Arm_L.033’ has 1477 (out of 1814) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Chest Camaro1_L’ has 1 (out of 308) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0
Mesh ‘Chest Camaro1_R’ has 10 (out of 325) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 6, 7, 9, 10, 13, 14, 15, 16, 17
Mesh ‘Chest Camaro_R’ has 12 (out of 272) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 7, 8, 9, 10, 11, 12, 13, 14, 98 and so on…
Mesh ‘Chest Camro_L’ has 4 (out of 258) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 84, 95, 206
Mesh ‘Chest’ has 1988 (out of 5099) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 53, 101, 231, 232, 233, 234, 235, 236, 326, 327 and so on…
Mesh ‘Cocha_L’ has 2004 (out of 6961) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 9, 10, 11, 12, 13, 14, 15, 48, 49, 50 and so on…
Mesh ‘Cocha_R’ has 2028 (out of 7013) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 8, 9, 10, 11 and so on…
Mesh ‘Exhaust’ has 66 (out of 1557) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 56, 57 and so on…
Mesh ‘Fire_L’ has 5 (out of 201) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4
Mesh ‘Fire_R’ has 5 (out of 201) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4
Mesh ‘Gun Shoulder_L’ has 309 (out of 3492) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 10, 23, 24, 37, 38, 47, 52, 53 and so on…
Mesh ‘Gun Shoulder_R’ has 310 (out of 3497) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 8, 21, 22, 55, 78, 83, 84, 103, 136, 137 and so on…
Mesh ‘Head’ has 1613 (out of 3600) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Idex finger1_L’ has 985 (out of 1077) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Idex finger1_R’ has 1889 (out of 1981) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Idex finger2_L’ has 1000 (out of 1058) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Idex finger2_R’ has 1917 (out of 1975) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Idex finger_L’ has 972 (out of 1080) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Idex finger_R’ has 1865 (out of 1973) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Left Shild Arm’ has 2176 (out of 3259) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Leg Camaro_L’ has 46 (out of 125) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Leg Camaro_R’ has 12 (out of 91) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 8, 9, 12, 13 and so on…
Mesh ‘Light Back_L’ has 4 (out of 250) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3
Mesh ‘Light Back_R’ has 6 (out of 252) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5
Mesh ‘Little Finger1_R’ has 1883 (out of 1973) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Little Finger2_R’ has 1913 (out of 1971) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Little Finger_R’ has 1855 (out of 1963) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Little finger1_L’ has 982 (out of 1072) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Little finger2_L’ has 1058 (out of 1058) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Little finger_L’ has 967 (out of 1075) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Mesh_1107’ has 43 (out of 718) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 24, 40, 41, 42, 150, 151, 187, 188, 237, 238 and so on…
Mesh ‘Middle Chest’ has 984 (out of 1546) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 and so on…
Mesh ‘Middle finger1_L’ has 1071 (out of 1071) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Middle finger1_R’ has 1883 (out of 1974) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Middle finger2_L’ has 1060 (out of 1060) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Middle finger2_R’ has 1917 (out of 1971) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Middle finger_L’ has 971 (out of 1079) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Middle finger_R’ has 1864 (out of 1972) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Pelvis’ has 2053 (out of 4290) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Right Shild Arm’ has 4541 (out of 5622) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Ring Finger1_L’ has 984 (out of 1073) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Ring Finger2_L’ has 1056 (out of 1056) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Ring Finger_L’ has 965 (out of 1071) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Ring finger1_R’ has 1887 (out of 1976) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Ring finger2_R’ has 1910 (out of 1968) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Ring finger_R’ has 1854 (out of 1960) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Shoulder_R’ has 163 (out of 556) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Shuolder_L’ has 52 (out of 445) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Thumb1_L’ has 979 (out of 1075) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Thumb1_R’ has 1866 (out of 1962) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Thumb2_L’ has 981 (out of 1025) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Thumb2_R’ has 1870 (out of 1914) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Thumb_L’ has 968 (out of 1051) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Thumb_R’ has 1748 (out of 1941) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘Up Leg_R’ has 42 (out of 33507) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 5, 7, 8, 9, 10, 11, 12, 13, 14 and so on…
Mesh ‘mesh_bot’ has 2255 (out of 9857) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
Mesh ‘mesh_bot.001’ has 4826 (out of 12431) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 and so on…
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

This is late, but for anyone still experiencing problems with the T-pose, while configuring the avatar as seen in this comment, try this:

  1. Click on the bone influencing an area. In this case, that would either be the monster’s forearm or hand bone.
  2. Switch to the rotate tool that you would normally use to rotate GameObjects in the scene. There’s usually a small, vertical, floating menu with the tools options to the left of the scene view you can select it from.
  3. Rotate the bone until the character looks right and the “Character not in T-pose” message disappears.