3D Avatar Assets and Dynamic Animation Required
Budget: $10 – $100 USD
3D Character Artist Needed – Morph Targets, Clothing, Props & Animations (Rig Provided)
Overview
I’m building a customizable 3D avatar system for a digital assistant application (similar to a video-game character creator).
I already have four fully rigged base characters:
Male (Realistic)
Female (Realistic)
Male (Stylized/Cartoon)
Female (Stylized/Cartoon)
Your role is to build on top of these existing rigs by creating morph targets, modular assets, props, and animations that integrate cleanly into a real-time runtime.
Scope of Work
Morph Targets (Shape Keys / Blendshapes)
Create high-quality morphs compatible with the supplied rigs:
Body Morphs
Weight / body mass
Muscle definition
Proportions (shoulders, hips, torso length)
Subtle height illusion (via proportions, not skeleton scaling)
Facial Morphs
Eyes (size, spacing)
Nose (bridge, width)
Jaw & chin
Cheeks
Brow shape
Expression morphs (smile, frown, etc.)
Speech / Visemes
Standard viseme set suitable for lip-sync
Compatible with real-time playback
Morphs must deform cleanly and combine well.
Modular Assets
Create separable, reusable assets, all skinned to the provided skeletons:
Clothing
Tops, bottoms, footwear
Must support morph deformation
No clipping under reasonable morph combinations
Hair
Multiple styles per gender
Either skinned or socket-attached
Optimized for real-time use
Accessories
Glasses, hats, jewelry, etc.
Props
Create simple interactive props:
Objects that can be held, pointed with, or gestured toward
Proper pivots / attachment points
No complex physics required
Examples:
Mug
Tablet
Book
Pointer object
Animations
Produce a small but versatile animation library, such as:
Idle loops (neutral, friendly, attentive)
Conversational gestures
Emotive reactions
Simple prop interactions
Animations must work across all compatible meshes sharing the skeleton.
Overview
I’m building a customizable 3D avatar system for a digital assistant application (similar to a video-game character creator).
I already have four fully rigged base characters:
Male (Realistic)
Female (Realistic)
Male (Stylized/Cartoon)
Female (Stylized/Cartoon)
Your role is to build on top of these existing rigs by creating morph targets, modular assets, props, and animations that integrate cleanly into a real-time runtime.
Scope of Work
Morph Targets (Shape Keys / Blendshapes)
Create high-quality morphs compatible with the supplied rigs:
Body Morphs
Weight / body mass
Muscle definition
Proportions (shoulders, hips, torso length)
Subtle height illusion (via proportions, not skeleton scaling)
Facial Morphs
Eyes (size, spacing)
Nose (bridge, width)
Jaw & chin
Cheeks
Brow shape
Expression morphs (smile, frown, etc.)
Speech / Visemes
Standard viseme set suitable for lip-sync
Compatible with real-time playback
Morphs must deform cleanly and combine well.
Modular Assets
Create separable, reusable assets, all skinned to the provided skeletons:
Clothing
Tops, bottoms, footwear
Must support morph deformation
No clipping under reasonable morph combinations
Hair
Multiple styles per gender
Either skinned or socket-attached
Optimized for real-time use
Accessories
Glasses, hats, jewelry, etc.
Props
Create simple interactive props:
Objects that can be held, pointed with, or gestured toward
Proper pivots / attachment points
No complex physics required
Examples:
Mug
Tablet
Book
Pointer object
Animations
Produce a small but versatile animation library, such as:
Idle loops (neutral, friendly, attentive)
Conversational gestures
Emotive reactions
Simple prop interactions
Animations must work across all compatible meshes sharing the skeleton.
Related categories:
Python
Game Design
3D Rendering
Animation
3D Modelling
3D Animation
3D Design
Animated Video Development
3D Rigging
Game UI