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T-Pose vs A-Pose: Which One Is Better for Auto-Rigging?

Complete guide to choosing between T-pose and A-pose for character rigging. Learn which pose works better for auto-rigging algorithms and game engines.

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If you've ever tried auto-rigging and got weird shoulders, broken elbows, or twisted wrists, the starting pose is often the reason. The two most common bind poses are T-pose and A-pose. Both can work, but they behave differently for automatic skeleton fitting and skinning.

What is a T-pose?

A T-pose is the classic: arms straight out horizontally, forming a "T" shape. This pose makes limb lengths and joint directions very clear to algorithms because arms are fully extended and symmetrical.

What is an A-pose?

An A-pose keeps arms angled down (usually 30-45 degrees). Many manual rigs prefer A-pose because it can produce nicer shoulder deformation for certain characters.

Why many auto-riggers prefer T-pose

  • Clear joint positions: shoulders, elbows, wrists are easier to detect
  • Symmetry: both arms align cleanly for left/right matching
  • Less ambiguity: fewer "almost" positions that confuse fitting

When A-pose can be better

  • high shoulder realism is more important than speed
  • your character has heavy clothing or armor around shoulders
  • you plan to manually polish weights anyway

The practical rule

If the tool expects T-pose, use T-pose. If you feed an A-pose into a system tuned for T-pose, you often get incorrect shoulder orientation, weird arm twist, or uneven skinning.

Quick checklist for a "good T-pose"

  • Arms at ~90° from torso (horizontal)
  • Elbows straight (not hyper-bent)
  • Hands neutral (not extreme claw)
  • Feet flat, legs straight
  • Model centered and scaled correctly

If you're targeting fast auto-rigging and predictable exports, start with T-pose and keep geometry clean.

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