Game Development & Assets

Character Rigging

Character rigging adds an animator-facing control system, skin weighting, deformation checks, and optional facial or helper controls to a compatible model.

  • Delivery4–14 days
  • RevisionsPackage dependent
  • PricingQuoted by scope

What this service covers

Rigging begins with a model audit because topology, neutral pose, scale, symmetry, clothing, and separate objects affect deformation. I confirm the target software, engine skeleton, control needs, animation style, and export requirements.

The rig can include body bones, IK and FK limbs, hands, facial controls, helper or corrective bones, custom control shapes, and detailed skin weighting. Test poses and a finite test animation are used to review deformation.

A custom control rig and a game-export skeleton serve different purposes. Export compatibility is tested in the agreed version, while future software, retargeting library, or project changes may require adjustment.

What's included

  • Joint-based skeleton and controls
  • Defined IK and FK system
  • Skin weighting and deformation pass
  • Test poses or animation

Tools and platforms

Character RiggingIK/FKSkin WeightsAnimation Controls

How the project works

  1. 01

    Scope

    We define the objective, deliverables, dependencies, and success criteria before production starts.

  2. 02

    Build

    You review working previews, so decisions are made against tangible output.

  3. 03

    Refine

    The agreed revision rounds are used to complete details within scope.

  4. 04

    Handover

    I deliver the agreed files, access, and practical usage notes in an organized package.

Game Development & Assets · Delivery

Choose the right level of scope

Final pricing is provided after scope, deliverables, and integrations are confirmed.

Starter

Core body rig

A basic body rig for one simple character.

  • Body and limb bones
  • Basic IK/FK controls
  • Skin weighting
  • Test-pose validation
Delivery: 4–6 days Revisions: 1
Standard

Full character rig

A body rig with hands and basic facial controls.

  • Full body rig
  • Finger and hand controls
  • Basic facial controls
  • Detailed skin weighting
  • One test animation
Delivery: 6–10 days Revisions: 2
Advanced

Advanced control rig

A scoped advanced rig for cinematic or game export.

  • Advanced body and facial rig
  • Defined helper and corrective bones
  • Custom control layout
  • One game or cinematic version
  • Extended test animation
  • 3 revisions
Delivery: 10–14 days Revisions: 3

Frequently asked questions

Will the rig work with animation libraries?

It can target an agreed standard skeleton, but compatibility depends on naming, proportions, rest pose, hierarchy, and library requirements. A sample retarget test can be included.

Which software do you use?

I can rig in Blender or Maya and export a documented FBX skeleton when required. The exact software and version are agreed first.

Can you fix poor deformation on an existing rig?

Yes, after reviewing topology, joints, weights, constraints, and controls. The repair scope depends on whether correction or a rebuild is safer.

Get a quote for Character Rigging.

Share a short brief and I’ll help define the scope, dependencies, and a realistic delivery window.

Tell me about the project