Besides having to spend more time animating, why do popular RPGs and PvP games like Deepwoken, Type: Soul, and battlegrounds games in general choose R6 over R15?
I am trying to make an RPG game which heavily revolves around PvP and don’t know which to choose.
Because it’s easier to animate, but I prefer R15 because it’s more realistic, and I don’t get any idea on how to animate something ‘realistic’ with R6.
You prefer R6, while I prefer R15. Not a big difference, though Roblox could have started at R15, and R15 tries to be realistic but isn’t. A human hand is not static, doesn’t have 4 fingers, it can move every finger, also the toes, the hair, face.
Personally, R6 is my go-to for any animations and programming because of a few main reasons:
Players in the communities I have worked with tend to prefer R6 for combat, and any attempt to push towards R15 or beyond has resulted in problematic playtesting / post-launch reception.
R15 has a lot more joints, so a lot more animation work per-joint, regardless of FK or IK animation.
Classic Lua-manipulated C-Frame animation is far easier in R6, while R15 is suited for software-created animations.
R6 animations require more creativity in expressing movement, in some cases.
A big reason could be hitboxing and scaling, R15 lets you change your body proportions which could let anyone get a smaller hitbox. Even if you lock scaling, all the body packages are shaped differently, some are larger than others and some are smaller. So if you wanted your game to be fair you would have to lock body scaling and hard-set body packages, which is no fun. There’s not an easy way around this except locking your game to R6.
Even if you say that you don’t care about visuals, they still make a big deal. The combat with bad visuals is much less engaging, despite anything you would say. But anyways, having R6 instead of R15 in fighting games is not catastrophic, since people got used to it, so yeah
My initial assessment from approximately six months ago was incorrect. (It isn’t inherently only for an easier animation process)
With increased animation experience, I can now confidently state that R6 animation can achieve the same level of visual appeal as R15. However, realizing this potential with R6 requires a higher degree of skill: optimally using Moon Animator and/or Blender.
While many creators utilize R6 due to its relative ease of animation, the simplicity of the rig does not inherently limit visual quality. For a demonstration of effective R6 animation, I would suggest taking a peek at Heroes Battlegrounds, which only uses R6 animations on players. The only exception is the boss character, Namu, which utilizes a custom rig with multiple parts.