Also, could you point me to which IK solutions you used that don’t require a slight initial bent angle to work stable? That’s news to me.
I’ve worked with all the trueSpace bone solutions from version 4 up to 7.6. That were three over the years when i remember right. Two official, one as a plugin. I had also my fingers at the usual cheaper solutions over the years, while searching for the best pipeline. Fragmotion, Messiah, Anim8tor, Milkshape, and a few other more unknown and long forgotten solutions. In all i was able to work with a T-Pose, without the need to remodel my mesh to A pose or to do angle measurements if i am still below the flip point. And the IK (if available, tS 4 had obviously no IK) worked just fine. As told, with even beding the joint ways behind the flip point while rigging.
Blender was the first solution where i miserably failed with a T-Pose. I was trapped more than once by that i couldn’t convince a joint to bend into the other direction anymore by IK. I had even raised a bug report back in those days. Ton then told me that i have to bend the joins already into the right direction while rigging, that i have to get used to because it’s the way it is. And so i use the A pose since then.
As told, my comment came not out of nowhere.
But when you say that nowadays every IK solution needs a slight bending, then i take your word. Since i cannot argue with you here anyways. I haven’t toyed around with the nowadays solutions this much. I mainly use Blender nowadays. And am used to the A pose since T pose gives me too much headaches while rigging here.
You can make your joints straight in edit mode then in pose mode bend them a bit before applying the ik constraint, I can’t remember in which chapter of Humane rigging Nathan explain but anyways…
Great hint. Thanks in the name of everybody who has trouble with T Poses in Blender