Do you consider this the animators job the modellers. seems recently there are people who think its the modelers job, which I find hard to agree with.
I always skin my characters up quickly anyway to test deformation, but I would rather spend the extra time it would take to skin it up properly on refining textures etc
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The thing is, and maybe this is more the case in US dev. I don't know, that character setup is so much work in itself now, that this is often the sole job of one person; the character rigger, or often called the character TD. Of all of the larger studios I know of out here, this is fast becoming the norm.
in effect, it would give more control to the animator and seems more of a balance of workload between the two. ideally the modeler would concern themselves with the model & texture. the animator: the rig & animation.
i think the best approach would be to use a technical artist, much like a tools programmer, in that they custom tailor a rig setup for animators. and communicate between the modeler and animator.
realisticly, i'd say whatever works best. every dev team is comprised of different talent and scope.