Skinning and armature
After completing the character creation process for animation, an additional step is required. When an object undergoes deformation, maintaining a quad topology is essential.
To enable proper bending and movement, an armature is implemented. This works through a process called skinning, where vertices are assigned to one or multiple bones to dictate deformation.
Once rigged, the armature can be imported into most 3D engines, such as Unreal Engine or Unity, as well as various 3D software used in virtual production.
This step is distinct from the modeling process and requires its own specialized skill set.