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Character Rigging for games/film
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How extensive is your rigging experience?
Under a year
1-2 years
3-4 years
5+ years
Other:
Clear selection
Which genre are you more experienced in?
Film
Games
Other:
Clear selection
How important is character topology?
Not important
Important
Very important
Other:
Clear selection
Which default character pose do you prefer to rig in?
T-Pose
A-Pose
Other:
Clear selection
Why do you think rigging in T-pose causes more deformation problems?
Your answer
What defines a good character rig? (You can choose more than one)
Good deformation
Details
Automation
Structure
Other:
What does your standard biped rig consist of? (You can choose more than one)
IK/FK limbs
Stretchy limbs
Neck spline
Squash and stretch
Variety of foot controls
Scalable
Automated finger controls
Clavicle controls
Muscles
Other:
Which of these statements do you agree with? (You can choose more than one)
Game rigs often have joint limitations due to the realtime rendering in the game engine
Film rigs are usually not to any extent constrained or limited
Bad deformation is more acceptable in games due to the character's low polycount
None
Other:
Have you been in a situation where you were rigging for a game and the joint limit prevented a certain desired deformation?
Yes
No
Other:
Clear selection
Have you ever encountered skinning issues with a game rig due to parent constraints?
Yes
No
Other:
Clear selection
Have you ever had problems exporting stretchy joints into these game engines?
Unity
Unreal Engine
No
Other:
Clear selection
Which solution to a facial rig do you prefer and why?
Blendshapes due to the sculpted deformation.
Joint based due to the variety of controls.
Other:
Clear selection
Do you think that most character rigs, biped or quadruped don't require more than standard defining bones to achieve good deformation?
Yes
No
Other:
Clear selection
Do animators really dislike Andy Serkis?
Yes
No
Clear selection
Other thoughts or comments
Your answer
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