Rig 16 Mobile Game Characters
Budget: ₹1,500 – ₹12,500 INR
I have sixteen low-poly humanoid models, all clean and finalised as FBX files, that now need full production-ready skeletons for a mobile video game. The core objective is fluid body mechanics—walk, run, jump, attack, pick-up and idle loops must look natural on mid-range phones without taxing performance.
Workflow expectations
• You may use Maya, Blender or any comparable DCC, but the final delivery must import seamlessly into Unity’s Humanoid system (generic rig also acceptable if it stays mobile-friendly).
• Consistent joint naming and hierarchy across all sixteen characters is essential so one animation set can drive every model.
• Weight painting should minimise deformation on elbows, knees, shoulders and fingers; no obvious clipping when limbs reach extreme poses.
• Optional extras such as facial controls or bespoke secondary rigs are welcome, yet the schedule and budget are centred on solid body mechanics first.
Deliverables
1. Sixteen rigged FBX files, each under 75 kB per bone influence where possible.
2. A short playblast or Unity scene showcasing the standard locomotion cycles running on a mobile profile.
3. A brief read-me outlining joint list, naming conventions and any custom attributes added.
I will provide reference videos, model sheets and poly budgets as soon as we agree on the timeline. Final acceptance is a trouble-free import into Unity 2022 LTS with humanoid mapping passing all green checks and animation tests playing without distortion.
Workflow expectations
• You may use Maya, Blender or any comparable DCC, but the final delivery must import seamlessly into Unity’s Humanoid system (generic rig also acceptable if it stays mobile-friendly).
• Consistent joint naming and hierarchy across all sixteen characters is essential so one animation set can drive every model.
• Weight painting should minimise deformation on elbows, knees, shoulders and fingers; no obvious clipping when limbs reach extreme poses.
• Optional extras such as facial controls or bespoke secondary rigs are welcome, yet the schedule and budget are centred on solid body mechanics first.
Deliverables
1. Sixteen rigged FBX files, each under 75 kB per bone influence where possible.
2. A short playblast or Unity scene showcasing the standard locomotion cycles running on a mobile profile.
3. A brief read-me outlining joint list, naming conventions and any custom attributes added.
I will provide reference videos, model sheets and poly budgets as soon as we agree on the timeline. Final acceptance is a trouble-free import into Unity 2022 LTS with humanoid mapping passing all green checks and animation tests playing without distortion.