| Animation Workflow | 20% | Keyframe editing, timeline control, dope sheet, curve editor, and non-linear animation support. | Integrated keyframe, procedural, non-linear, pose-based, and motion-capture workflows with editable animation layers. | Test a complete shot from blocking to final polish. Check tangent controls, animation layering, time remapping, and reusable clip libraries. |
| Rendering and Output Quality | 15% | Physically based materials, shadows, reflections, motion blur, depth of field, and high-dynamic-range output. | CPU and GPU rendering options, interactive previews, denoising, cryptomatte-style masking, and 16-bit or 32-bit floating-point image output. | Render the same scene in preview and final modes. Compare noise, temporal stability, transparency, volumetrics, color management, and render recovery after interruption. |
| Format Interchange and Pipeline Compatibility | 15% | Reliable import and export for common image, video, audio, camera, and 3D geometry formats. | Support for open scene-description workflows, high-fidelity geometry caches, layered image sequences, metadata preservation, and color-managed interchange. | Round-trip cameras, skeletons, materials, UVs, animation curves, frame rates, and color settings between at least two production tools. |
| Performance and Scalability | 15% | Stable viewport playback for typical project scenes and efficient handling of medium-resolution assets. | Multithreaded evaluation, GPU-accelerated viewport features, proxy or level-of-detail controls, background processing, and support for large scene assemblies. | Measure playback at 24, 30, and 60 frames per second using representative scenes. Record load time, memory usage, cache speed, and recovery behavior. |
| Character Rigging and Deformation | 10% | Inverse kinematics, constraints, skin weighting, blend shapes, and basic facial control systems. | Non-destructive rig systems, automated retargeting, corrective deformation, muscle or volume preservation, and animator-friendly control interfaces. | Evaluate a full-body character, facial rig, cloth interaction, retargeting accuracy, skin deformation, and the time required to revise a rig. |
| Simulation and Effects | 10% | Basic particle, rigid-body, soft-body, cloth, and fluid capabilities or dependable external integration. | Unified procedural simulation, cache management, controllable destruction, volumetric effects, and reproducible results across workstations. | Test simulation stability, cache size, collision accuracy, iteration speed, determinism, and whether cached results remain editable. |
| Automation and Pipeline Extensibility | 5% | Scripting or macro support for repetitive tasks, batch rendering, and scene validation. | Documented programming interfaces, command-line operation, event hooks, custom tools, asset validation, and render-farm integration. | Ask whether scripts can create scenes, publish assets, validate naming rules, submit renders, and produce machine-readable logs. |
| Collaboration and Asset Management | 5% | Reliable project files, versioned assets, referenced media, and clear dependency tracking. | Concurrent review workflows, task comments, version comparison, asset locking, centralized references, and support for remote production. | Verify conflict handling, offline work, file relinking, permissions, review approvals, and recovery from missing or outdated assets. |
| Total Cost of Ownership | 5% | Transparent licensing, predictable hardware requirements, accessible training materials, and exportable project data. | Flexible licensing for individual, studio, educational, and render-node use, with clear upgrade terms and minimal vendor lock-in. | Calculate software, render capacity, storage, training, support, plug-ins, workstation upgrades, and migration costs over three years. |