3dworldmag.com:
SS Rajamouli:
Due to the lack of artists proficient in one specific software – namely 3ds Max, which we’d built our entire pipeline on during previous projects – animators were short if not non-existent locally. Therefore a Maya port had to be produced, coupled with a brand-new rig. The new rig worked perfectly, but getting the animation back into 3ds Max for lighting and rendering proved exceptionally troublesome. It took a lot of time in development to be able to bake out the required information due to rig hierarchy and procedural controllers designed therein.