Hmm... Considering T-Posing, there's three possibilities outside of manual model editing.
Firstly, you could try capturing the model using
3DVia Printscreen. 3DVia Printscreen sometimes reads the model from indirect memory, resulting in an unposed capture. After taking the capture, you can check the resulting .3dxml with the 3DXML Viewer linked on the same page, and if the desired model is unposed you may want to import it into 3D Studio Max using KoichiSenada's
.3dxml import script.
The script requires that you make and save a new scene through the script, load the capture and read it in that order. Also, textures from the imported capture are saved in the "C:\Documents and Settings\*\My Documents\3dsmax\sceneassets" directory by default, with * being your computer's username.
Secondly, you could try searching for/making a model extraction methods for the game. The PS23DFormat wiki has a page on a model extraction method for
Ty The Tasmanian Tiger, and perhaps this method also works for the files within Ty 3 (for the PS2, of course.) Even though this method is very basic and only includes the model's mesh, you could combine the mesh with the other data obtained by your 3D Ripper DX/3DVia Printscreen capture through a model editor.
Lastly, you could try searching for/making a code that makes the game from loading a particular animation or none, or changing the model from something with no animation to the desired model. The code could then be loaded into Dolphin.
Good luck with your project, it already looks about perfect aesthetic-wise.