Maya Rigger – Refined Weights + Correctives (3 Characters)
Budget / SalaryHourly project
TypeFreelance project
LocationRemote
Posted5 hours ago
Project Scope (Strict Order of Work)
Phase 1 – Refined Weight Painting (Priority)
Complete high-quality, refined skin weight painting on the three provided character rigs.
Focus on clean deformation at joints, proper weight distribution, and realistic movement.
All skinning bones must remain under the Root_M chain.
Controllers must have zero transform values, remain unlocked, and be easy to use.
Secondary controls (if already present or needed for proper deformation) should be simple and functional.
After finishing the refined weights on all three characters, deliver the files for our review.
Do not start any corrective shape work until we confirm that the weights are approved.
Phase 2 – Corrective Shapes (Only after Phase 1 approval)
Once weight painting is approved, create full-body corrective shapes using blendshapes.
Correctives must act directly on the render models.
Each model must have only one blendshape node.
No intermediate frames in blendshape targets.
Correctives must follow anatomical and motion principles.
Follow the naming standards provided in the Corrective Shape Production Requirements document.
Technical Requirements (Must Follow)
Software
Maya 2024.2
AdvancedSkeleton 5.65 (use the skeleton template we provide)
For any MetaHuman-related characters: SuperRigging plugin + correct DNA environment setup
Binding & File Standards
Work only on the files we provide. Unauthorized modifications to the original models or hierarchy are prohibited.
Do not change bone positions, controller names, or binding hierarchy unless explicitly requested.
Newly added controllers must be placed at the bottom of the original group hierarchy and use the Add_ prefix when added outside the ADV system.
Place secondary controls outside ADV binding into a self-created AddCtrlSystem group to avoid double transformation.
Models that need rendering must be controlled only through skinning and blendshapes.
Use T-Pose. If the model is in A-Pose, notify us immediately.
Character must face the world +Z axis.
No Maya default names (joint1, curve1, etc.).
Expressions are not allowed — use node connections only.
Controllers must have no keyframes and no residual parameters. Character must be in the initial pose when submitting.
Clean file: no extra layers, junk nodes, connections, or duplicate names.
Hide default cameras and delete any other cameras.
Close all open windows (Hypershade, Graph Editor, Outliner, Attribute Editor, etc.) before saving.
Save in wireframe mode (press 4). Viewport should only show controllers and models.
File format: Maya .ma
Naming Conventions
Follow the detailed naming rules in the provided documents for:
Binding files
Secondary bones / controllers
Groups (one, two, or three levels)
Nodes (blendshape, skinCluster, etc.)
Locators
Deliverables
Phase 1: Three Maya .ma files with completed refined weight painting.
After our approval → Phase 2: Updated Maya .ma files with full-body corrective shapes added.
What We Provide
Character models / already bound Maya files
ADV skeleton template
Production requirement documents (Binding Standards + Corrective Shape Standards + MetaHuman Process if applicable)
Important Notes
We may provide simplified (non-final) models first for temporary Layout-stage binding. These require solid weight painting but do not need full secondary controls. Final models will be provided later for refinement.
Communicate promptly if you find any issues with the provided models or bindings. Do not make unauthorized changes.
Quality and clean deformation are more important than speed.
Requirements for Applicants
Proven experience with Maya character skinning and corrective shapes (blendshapes)
Familiarity with AdvancedSkeleton
Experience with MetaHuman / SuperRigging is a strong plus
Ability to follow strict production pipelines and naming conventions
Portfolio must include examples of clean deformation and corrective work
Please include in your proposal:
Relevant portfolio examples (skinning + correctives)
Estimated time for Phase 1 (refined weights for 3 characters)
Your available start date
Hourly rate or fixed price proposal
We will review Phase 1 thoroughly before authorizing Phase 2. Looking forward to working with a detail-oriented rigger who respects production standards.
Phase 1 – Refined Weight Painting (Priority)
Complete high-quality, refined skin weight painting on the three provided character rigs.
Focus on clean deformation at joints, proper weight distribution, and realistic movement.
All skinning bones must remain under the Root_M chain.
Controllers must have zero transform values, remain unlocked, and be easy to use.
Secondary controls (if already present or needed for proper deformation) should be simple and functional.
After finishing the refined weights on all three characters, deliver the files for our review.
Do not start any corrective shape work until we confirm that the weights are approved.
Phase 2 – Corrective Shapes (Only after Phase 1 approval)
Once weight painting is approved, create full-body corrective shapes using blendshapes.
Correctives must act directly on the render models.
Each model must have only one blendshape node.
No intermediate frames in blendshape targets.
Correctives must follow anatomical and motion principles.
Follow the naming standards provided in the Corrective Shape Production Requirements document.
Technical Requirements (Must Follow)
Software
Maya 2024.2
AdvancedSkeleton 5.65 (use the skeleton template we provide)
For any MetaHuman-related characters: SuperRigging plugin + correct DNA environment setup
Binding & File Standards
Work only on the files we provide. Unauthorized modifications to the original models or hierarchy are prohibited.
Do not change bone positions, controller names, or binding hierarchy unless explicitly requested.
Newly added controllers must be placed at the bottom of the original group hierarchy and use the Add_ prefix when added outside the ADV system.
Place secondary controls outside ADV binding into a self-created AddCtrlSystem group to avoid double transformation.
Models that need rendering must be controlled only through skinning and blendshapes.
Use T-Pose. If the model is in A-Pose, notify us immediately.
Character must face the world +Z axis.
No Maya default names (joint1, curve1, etc.).
Expressions are not allowed — use node connections only.
Controllers must have no keyframes and no residual parameters. Character must be in the initial pose when submitting.
Clean file: no extra layers, junk nodes, connections, or duplicate names.
Hide default cameras and delete any other cameras.
Close all open windows (Hypershade, Graph Editor, Outliner, Attribute Editor, etc.) before saving.
Save in wireframe mode (press 4). Viewport should only show controllers and models.
File format: Maya .ma
Naming Conventions
Follow the detailed naming rules in the provided documents for:
Binding files
Secondary bones / controllers
Groups (one, two, or three levels)
Nodes (blendshape, skinCluster, etc.)
Locators
Deliverables
Phase 1: Three Maya .ma files with completed refined weight painting.
After our approval → Phase 2: Updated Maya .ma files with full-body corrective shapes added.
What We Provide
Character models / already bound Maya files
ADV skeleton template
Production requirement documents (Binding Standards + Corrective Shape Standards + MetaHuman Process if applicable)
Important Notes
We may provide simplified (non-final) models first for temporary Layout-stage binding. These require solid weight painting but do not need full secondary controls. Final models will be provided later for refinement.
Communicate promptly if you find any issues with the provided models or bindings. Do not make unauthorized changes.
Quality and clean deformation are more important than speed.
Requirements for Applicants
Proven experience with Maya character skinning and corrective shapes (blendshapes)
Familiarity with AdvancedSkeleton
Experience with MetaHuman / SuperRigging is a strong plus
Ability to follow strict production pipelines and naming conventions
Portfolio must include examples of clean deformation and corrective work
Please include in your proposal:
Relevant portfolio examples (skinning + correctives)
Estimated time for Phase 1 (refined weights for 3 characters)
Your available start date
Hourly rate or fixed price proposal
We will review Phase 1 thoroughly before authorizing Phase 2. Looking forward to working with a detail-oriented rigger who respects production standards.
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