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    <title>Christian Santori — Blog</title>
    <link>https://christiansantori.com/blog</link>
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    <description>Technical animation, rigging, and pipeline writing from Christian Santori. Maya/Unreal tools, NPC facial systems, and shipped-game war stories.</description>
    <language>en-us</language>
    <lastBuildDate>Fri, 01 May 2026 12:00:00 GMT</lastBuildDate>

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      <title>AI Doesn't Replace the Work — It Helps Me Become Better at It</title>
      <link>https://christiansantori.com/blog/ai-doesnt-replace-the-work</link>
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      <pubDate>Fri, 01 May 2026 12:00:00 GMT</pubDate>
      <category>Work</category>
      <description>How I use ChatGPT as a multiplier for life, fatherhood, art, and game development — not a replacement for craft, taste, or doing the work.</description>
    </item>

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      <title>Face Patch Skin Staging Tool for Maya</title>
      <link>https://christiansantori.com/blog/face-patch-skin-staging-tool-maya</link>
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      <pubDate>Thu, 30 Apr 2026 12:00:00 GMT</pubDate>
      <category>Scripts</category>
      <description>A Maya Python utility that turns selected clothing faces into an isolated patch mesh, with optional skin weight transfer — built for layered garment skinning and staging.</description>
    </item>

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      <title>Why I Still Love the Game Boy</title>
      <link>https://christiansantori.com/blog/why-i-still-love-the-game-boy</link>
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      <pubDate>Thu, 30 Apr 2026 12:00:00 GMT</pubDate>
      <category>Work</category>
      <description>Nostalgia is a huge part of it. But great game design is the bigger reason. A developer's reflection on what a tiny handheld can still teach us.</description>
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      <title>Maya Joint Chain Aim + Rename Tool</title>
      <link>https://christiansantori.com/blog/maya-joint-chain-aim-rename-tool</link>
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      <pubDate>Thu, 30 Apr 2026 12:00:00 GMT</pubDate>
      <category>Scripts</category>
      <description>A small Maya utility for quickly orienting cloth, sim, and appendage joint chains while applying clean production naming.</description>
    </item>

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      <title>Maya Safe Disconnect + Smart Reconnect</title>
      <link>https://christiansantori.com/blog/maya-safe-disconnect-smart-reconnect</link>
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      <pubDate>Wed, 22 Apr 2026 12:00:00 GMT</pubDate>
      <category>Scripts</category>
      <description>A Maya utility for safely disconnecting and reconnecting incoming rig connections on joints, controls, and other nodes. Useful for reorientation fixes, rig cleanup, and preserving hookups while making technical changes.</description>
    </item>

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      <title>Why I Still Freelance, Even When I'm Already Busy</title>
      <link>https://christiansantori.com/blog/why-i-still-freelance</link>
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      <pubDate>Wed, 22 Apr 2026 12:00:00 GMT</pubDate>
      <category>Work</category>
      <description>Why I still take on freelance and smaller contracts even while on long-term projects—keeping range, curiosity, and craft alive alongside steady work.</description>
    </item>

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      <title>Making Technical Art Repeatable (Why I'm Sharing My Tools &amp; Scripts)</title>
      <link>https://christiansantori.com/blog/making-technical-art-repeatable</link>
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      <pubDate>Mon, 23 Feb 2026 12:00:00 GMT</pubDate>
      <category>Tech</category>
      <description>I'm starting a blog to share practical technical art notes, tools, and safe-to-share scripts for Maya/Unreal pipelines—focused on repeatable, buildable workflows.</description>
    </item>

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      <title>Buildable Character Files — My Preflight Checklist</title>
      <link>https://christiansantori.com/blog/buildable-character-files-preflight</link>
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      <pubDate>Mon, 23 Feb 2026 12:00:00 GMT</pubDate>
      <category>Tech</category>
      <description>The quick preflight checklist I run before handoff/export so rigs stay buildable, predictable, and easy for other artists to open and use.</description>
    </item>

    <item>
      <title>Joint-Based Facial Rigs for NPCs (Why I Skip Blendshapes)</title>
      <link>https://christiansantori.com/blog/joint-based-facial-rigs-for-npcs</link>
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      <pubDate>Mon, 23 Feb 2026 12:00:00 GMT</pubDate>
      <category>Tech</category>
      <description>A production-minded breakdown of why joint-based facial rigs scale better for NPC crowds, iteration, and performance than heavy blendshape workflows.</description>
    </item>

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      <title>Rig + Skin Split Workflow (Buildable Handoffs)</title>
      <link>https://christiansantori.com/blog/rig-skin-split-workflow</link>
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      <pubDate>Mon, 23 Feb 2026 12:00:00 GMT</pubDate>
      <category>Tech</category>
      <description>How I split rig files and skin files so characters stay rebuildable, clean to version, and easy to hand off across teams.</description>
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