Rigging Task
The final submission file must contain a skinned and rigged character.
The file must be created in Blender and submitted in .blend format. No face rigging required😉
Things I will pay attention to
Correct bone naming and clean rig structure:
Proper bone names depending on the element they control and the function they serve
(e.g.pelvis,spine,PoleTarget_Leg_Linstead ofbone,bone01, orasdakasdawafa02)Correct bone prefixes depending on the layer
(DEF,ORG,MCH,PoleTarget/IK,CTRL, etc.)Proper left and right side naming
(suffixes.L/_Land.R/_R)Proper collections (groups to which bones belong)
Properly created deform rig:
Bones that deform the model
Proper hierarchy maintained
(Rootas the first bone in the hierarchy, with the final bones of each chain parented to it)Correct skinning defining which part of the model is deformed by which bone
Working on proper layers:
DEF bones preserve the hierarchy and only copy transformations from ORG bones
All mechanisms and MCH bones are built based on ORG bones
Rig functionality requirements:
Creation of FK and IK systems for arms and legs
Creation of an FK–IK switch to toggle between them
Creation of a spine rig allowing independent rotation control of each spine segment
Creation of twist bones to improve wrist rotations
Creation of a Foot Roll system for better foot control
Creation of control bones as the final control layer, responsible for driving all mechanisms, with:
custom shapes assigned
correct display position, rotation, and scale in the viewport
I will also provide example files (in .blend format) demonstrating rigging techniques, so you can clearly understand what is required.
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536 1 0 Good day, I can help you with your task.
We can discuss in private messages.
Portfolio:
https://www.artstation.com/user-8928481
Behance
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2251 9 0 Good day!
I have reviewed the technical specifications - the requirements are clear, I regularly work with this approach to rigging.
I guarantee:
- .blend file (Blender)
- Character with textures and a clean deforming rig (without facial rig)
- Correct naming of bones (DEF / ORG / MCH / CTRL / IK, .L / .R)
- Logical collections and proper hierarchy (Root → chains)
- Quality skinning without artifacts
…
Functionality:
- FK / IK for arms and legs + switch
- Spine rig with independent control of segments
- Twist bones for wrists
- Foot Roll
- Control bones with custom shapes and correct display in the viewport
I work based on the provided .blend examples, making edits promptly.
Cost: 12,000 UAH
Deadline: 5-7 working days
I am ready to start immediately after discussing the details.
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1507 14 0 Hello! I am ready to participate in your project) Write to me, we will discuss the details.
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1316 17 0 Good afternoon! I have a similar completed project in my portfolio, involving character creation as well as rigging and skinning. I would be happy to take part in your project.
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Is Rigify RIG suitable for your task?
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