# How to stop TPose from being animated?

I have an armature that is linking to a Walk animation / action:

The problem arises when clicking play. It will start the animation from the TPose position, which causes deformation in the animation.

I've done this same exact process from exported Mixamo models where the action would automatically contour the mesh around the bones at the frame 1. However, it seems using a custom asset (model from unity's asset store or wherever) -- the TPose is still being used in the animation?

• You can either remove the T pose keyframes in frame 1, and then move all keyframes 1 to the left in the dope sheet / graph editor , or use the NLA editor, and set the start frame there. A lot of bvh files have the rest pose in frame 1 too. Not in a pos to write up a prop answer atm. – batFINGER Oct 21 '16 at 4:42
• Oh, bvh files? I think that's my problem. This anim file is another .fbx that has its own armature, etc.. Ugh oh, maybe overlapping of bones? -- let me try your frame issue now – NiCk Newman Oct 21 '16 at 4:45
• The NLA is the way to go imo as this will keep the tpose but not use it in animation. However good NLA docs appear thin on the ground (hence this q blender.stackexchange.com/questions/64904/…) The answer here blender.stackexchange.com/questions/3736/… .. .if frame 1 in walk action was a tpose could just set the repeated NLA strip to use frames 2 to 48 of the action. – batFINGER Oct 21 '16 at 5:00
• This is kind of weird. I cannot find any TPose keyframes -- Here is my NLA Editor. It seems like the TPose anim was merged with the new animation? But wait, TPose isn't supposed to be an animation? – NiCk Newman Oct 21 '16 at 5:06
• This is weird. Animation on the Armature and Walk are exactly the same, and yet Armature behaves differently. First time see something like this. – Mzidare Oct 21 '16 at 7:50