Stylized Character Facial Rig & Animations
Budget / Salary₹600–1,500
TypeFreelance project
LocationRemote
Posted3 hours ago
I have a stylized humanoid character that now needs a full facial rig setup so it can speak and emote naturally. The job is split into two clear parts:
Deliverables
• A clean, animator-friendly facial rig that controls the eyes and eyebrows, mouth and lips, as well as nose and cheeks.
• A complete library of blendshapes that support smooth talking, wide emotional ranges, and nuanced eye movements.
• Short demo clips (or a single scene file) showcasing the talking cycle, several expressive emotions, and independent eye-tracking so I can judge deformation quality and timing.
• Source scene file plus exported FBX ready for import into my pipeline (Blender o).
Acceptance
The rig must deform without obvious pinching, the blendshapes must combine cleanly with no double-transform issues, and each demo animation should play back in real time on a mid-tier workstation.
If this sounds like your specialty, let me know how you plan to approach the rig and roughly how many shapes you would create for robust speech and emotion coverage.
Deliverables
• A clean, animator-friendly facial rig that controls the eyes and eyebrows, mouth and lips, as well as nose and cheeks.
• A complete library of blendshapes that support smooth talking, wide emotional ranges, and nuanced eye movements.
• Short demo clips (or a single scene file) showcasing the talking cycle, several expressive emotions, and independent eye-tracking so I can judge deformation quality and timing.
• Source scene file plus exported FBX ready for import into my pipeline (Blender o).
Acceptance
The rig must deform without obvious pinching, the blendshapes must combine cleanly with no double-transform issues, and each demo animation should play back in real time on a mid-tier workstation.
If this sounds like your specialty, let me know how you plan to approach the rig and roughly how many shapes you would create for robust speech and emotion coverage.
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