When i see tutorials on modelling characters, the arms are always outstretched. I made my character model like this, but when it came to skinning that area, it was impossible for me to animate it properly. The arm was cutting into the body, verts were popping out etc. What is the best method for modelling an arm - outstretched, or down - and can someone point me to a tutorial specifically for the arm areas of characters
for modelling try arms in a natural pose, 45degrees down, elbows with a 45degree bend, this way all joints are in the haflway position so should deform 50% without nasty results, this reduces your deformation extremes from modelled pose,
FK(no solvers etc, just manual moving of bones) the only problem you will have is assigning verts to bones, where the elbow is try having at least 3 rings of verts, middle ring on the joint axis, first and third evenly spaced, this will make weight painting easier, same sort of idea for the shoulder, unevenly spaced verts cause problems around joints.
IK: It is important with most armatures using ik what angles your bones are on, ie an ik elbow joint may need to have a rest angle of 10, or it doesn’t work as you planned, a trap is straightening out an armature to fit your straight arm model, don’t do this in edit mode!!!, do it in pose mode
##also check to make sure you have turned off deform on the control bones## solvers etc, sothey don’t mess things up,
just a couple of ideas, others may have better advice.
One thing i am having great dificulty with is reseting the bones back to their deault position when they were modelled with the mesh.
I am pressing reset r&s, but this doesnt seem to have an affect. Could you tell me please how i reset my posed position to the original stance. I no i can press rest pose - but when i depress this, the pose goes back to the previous state