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Rigging a non-T-posed character to the T posed bone skeleton?


Crias Rowlands
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Technically it is possible, but i have no clue if it can be done in blender or  such tools... likely not.

The collada file contains the inverse bind matrices (INV_BIND_MATRIX)  for each bone, that transforms the bone to standard positon/rotation from the bind shape (with origo in the pivot point), and during animations the rotations are applied on  these transformed bones. You would need to replace the T-pose inverse bind matrices with your current shape inverse matrices. (The inverse means that the forward matrix moves the bone from  the bone's own position/rotation to the bind shape position/rot and the inverse moves it back.)

If you can set the bind shape somehow in blender.... no idea.

 

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