Core body rig
A basic body rig for one simple character.
- Body and limb bones
- Basic IK/FK controls
- Skin weighting
- Test-pose validation
Game Development & Assets
Character rigging adds an animator-facing control system, skin weighting, deformation checks, and optional facial or helper controls to a compatible model.
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.
We define the objective, deliverables, dependencies, and success criteria before production starts.
You review working previews, so decisions are made against tangible output.
The agreed revision rounds are used to complete details within scope.
I deliver the agreed files, access, and practical usage notes in an organized package.
Game Development & Assets · Delivery
Final pricing is provided after scope, deliverables, and integrations are confirmed.
A basic body rig for one simple character.
A body rig with hands and basic facial controls.
A scoped advanced rig for cinematic or game export.
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.
I can rig in Blender or Maya and export a documented FBX skeleton when required. The exact software and version are agreed first.
Yes, after reviewing topology, joints, weights, constraints, and controls. The repair scope depends on whether correction or a rebuild is safer.
3D skeleton setup creates a clean bone hierarchy with agreed joint placement, naming, orientation, helper bones, and one target export without a full animator control rig.
3D character animation creates a finite set of gameplay loops, actions, or cinematic shots from an approved rig, style, timing, camera, and target format.
3D facial animation creates lip sync, expressions, eye behavior, and emotional performance for defined audio, scenes, languages, rigs, and target formats.
Motion capture cleanup turns a finite set of raw clips into usable animation through jitter reduction, foot and contact fixes, retargeting, trimming, loops, and polish.
Unity game development turns a defined concept into a testable mobile, PC, or WebGL build with scoped mechanics, content, UI, integrations, and performance targets.
Unreal Engine game development creates a scoped UE5 prototype, vertical slice, or multi-level test build with Blueprint, C++, visuals, and target performance criteria.
Share a short brief and I’ll help define the scope, dependencies, and a realistic delivery window.
Tell me about the project