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by maccard 9 days ago
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.

1 comments

So you're on the engineering side of the animation pipeline ?
Im on the engineering side of everything! But yep.
how are things in this industry ? are you doing low level cpp ? python glue code ?
The people writing the tools in maya are writing python. Most people on the game itself are writing C++. On a project with 30 engineers or so, you might have one, maybe two people writing “low level” c++, everyone else is writing “high level” gameplay code (in c++).