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Is the goal of an experienced/expert "rigger" to articulate their rigs as anatomically accurate to the human skeleton as possible, or to learn as many tricks and shortcuts as possible to simulate the movement of a real human body down to every detail?
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>>704900

Yes.
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>>704901
Which one is more important though
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>>704900
Most often the later part.

To do it as accurately as possible requires rather extreme custom solutions.
Even to make the bones themselves behave like they do in our bodies requires them sliding and translating in ways that are pretty much unheard of within CGI.
Bothering to go to such lengths for a minuscule visual return compared to rationalizing the joint to a articulated point just isn't worth the trouble.
Only if you're doing something very high-end with simulated muscles, ligaments and tendons will the "as anatomically accurate as possible" route ever be a consideration.

It's all about trickery and approximating the movement of the rigged volumes thru much simplified means compared to what's going on inside a real body.
However knowing what is actually happening inside the living body is what will allow you to fake it well and make it look as believable as possible.
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>>704900
Side question, if I fuck the shit out of a nun in a room lined with tin foil, is that enough of a metallic block to keep God from watching?
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>>704920
/sci/entist here, if it is your superstition that this fable character is spying on you thru the electromagnetic spectrum
it will suffice wrapping the room in metallic foil to block him out of your life.

please see https://en.wikipedia.org/wiki/Faraday_cage for details.
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>>704924
>>704920
Ofc it fucking works, even Christians back in the day knew about this ffs.
Why do you think they wore mobile em-shielding whenever they needed to commit atrocities that would send them to hell?
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>>704900
3D animation is quite direct, really: if it looks good, then it´s good. This is not autocad.
Nowadays, both game and animation models have the same bone complexity - you have all the fingers, and sometimes even toes.
Usually only the most sophisticated porn games have complex body mechanics rigging like tight and ass fat deformation or bouncing tits - sex simulation demands more details - but don´t expect the same amount of work even in mainstream games, were the developer allows combinations of armors that overlaps each other quite in a buggy way, and don´t get me started when there´s long hair added to the mix.



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