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maccardlast Sunday at 11:01 PM1 replyview on HN

It’s stuff like “we enforce a naming convention for all bones”, or “we do a coordinate flip” or “limit number of material references”. It’s all bespoke custom stuff that exists in every studio but is slightly different, and project specific.

I’m not an animator but I do know that mayas rigging support is second to none; we’re often working on characters with 100+ bones and 200k triangles being driven by said bones. The standards stay standard for a reason when working at that complexity.


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agumonkeyyesterday at 11:37 AM

So you're on the engineering side of the animation pipeline ?

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