I have been doing some character skinning. Now, I modelled the character in the T pose and created a mesh. If I position the armature to match the mesh, the IKs don’t move how I expect because they have to be bent in the direction they will move to prevent them flipping.
So, after repositioning my armature and got the IKs working, I then went into posemode to align the armature with the model and then bound them. When I did so, I saw that the model had bound to the editmode pose and had deformed the amount that differs between editmode and posemode.
This means that I have to model stuff according to the IK setup and it also means I have to remodel if the IKs change. I was wondering why the model doesn’t bind to the posemode pose. That way, you can set IKs by using editmode but not have to worry about changing the model. It also means you can model more accurately.
In Maya, they do something like that but because they set the IKs when you add them, it means you have to remove the IKs, change the bones and add them again if they are wrong. But if Blender bound in posemode, it would be better than this because it would mean you neither have to reset the IKs nor would you have to remodel.