r6 vs r15: which rig to ask for

this is a decision to make before modelling, not after. the rig type changes the topology, the weighting and every animation you will ever commission for that character — switching later is close to starting again.

the short version

what it means for you
r6six parts, blocky, cheap to animate, unmistakably classic roblox. combat and obby games live here.
r15fifteen parts, jointed limbs, far more expressive. simulators, rpgs and anything with custom characters.

neither is better. r6 is a deliberate aesthetic with a real cost advantage; r15 buys expression and costs animation time.

what changes on the modelling side

  • r6 assets are built to read as separate blocky parts. detail goes into the silhouette and the texture, not into deformation.
  • r15 needs deformation-friendly topology: loops at shoulders, elbows, hips and knees, and weights that hold at extremes.
  • accessories attach differently. a hat or backpack fitted for one rig will not sit right on the other without rework.
  • animation libraries do not transfer. an r6 walk cycle is not an r15 walk cycle.

how to decide

  1. look at your existing game. if players already move as r6, a single r15 npc will look wrong beside them.
  2. ask what the character has to do. subtle idle acting and expressive attacks want r15. fast readable combat is fine in r6.
  3. count the animations you will need. r15 multiplies that cost, and animation is usually the larger bill over a character's life.
  4. decide before the model starts. this is the cheap moment to change your mind.

what a rigged delivery should include

  • the rig type named explicitly, matching what you asked for.
  • weights tested at extreme poses, not just the t-pose.
  • attachments where the engine expects them, so accessories and tools mount without offsets.
  • a clip of it moving in studio — the only proof that matters.
  • the source file, so the next animation does not start from scratch.

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