Rig 30 Cartoon Characters for Inverse Kinematics in After Effects
Budget: ₹2,000 – ₹25,000 INR
I have Illustrator files for roughly thirty vibrant cartoon characters and now need each one set up for animation inside Adobe After Effects. The goal is an intermediate-level rig: head turns, limb bends, eye and mouth swaps, and enough articulation so that a single animator can create expressive gestures without redrawing parts every time—nothing ultra-complex like full 3D-style deformations, but well beyond basic pin-style setups.
Key points you’ll handle:
• Import the supplied layered AI files cleanly into After Effects
• Create a tidy, clearly-named puppet structure per character (nulls, controllers, or DUIK/Joysticks-n-Sliders—your preferred method)
• Establish parenting, anchor points, and IK where appropriate for smooth arm and leg movement
• Provide simple slider or joystick controls for facial features and common poses
• Return each character in its own .aep with a quick test comp showing the rig in action
Acceptance criteria
1. Every joint bends naturally with no obvious artwork tearing.
2. Controllers are logically arranged and labelled so another animator can pick up the file instantly.
3. Facial controls cover at least five mouth shapes, two eye blinks, and eyebrow movement.
4. Each delivered file renders without missing assets or expressions.
All artwork is ready to go as separate layers, so once we agree on a template for the first character the rest should follow the same structure. If this sounds like your wheelhouse, let’s get one sample character rigged and approved, then roll through the remaining nineteen.
Key points you’ll handle:
• Import the supplied layered AI files cleanly into After Effects
• Create a tidy, clearly-named puppet structure per character (nulls, controllers, or DUIK/Joysticks-n-Sliders—your preferred method)
• Establish parenting, anchor points, and IK where appropriate for smooth arm and leg movement
• Provide simple slider or joystick controls for facial features and common poses
• Return each character in its own .aep with a quick test comp showing the rig in action
Acceptance criteria
1. Every joint bends naturally with no obvious artwork tearing.
2. Controllers are logically arranged and labelled so another animator can pick up the file instantly.
3. Facial controls cover at least five mouth shapes, two eye blinks, and eyebrow movement.
4. Each delivered file renders without missing assets or expressions.
All artwork is ready to go as separate layers, so once we agree on a template for the first character the rest should follow the same structure. If this sounds like your wheelhouse, let’s get one sample character rigged and approved, then roll through the remaining nineteen.
Related categories:
Animation
After Effects
Motion Graphics
Adobe Illustrator
2D Animation
Visual Effects