Back to work
Rigging & Animation/2021

Rigging

A collection of game-ready rigs developed for characters and creatures, focused on efficient animation workflows, stable deformation, and real-time engine integration. Each setup was designed to balance animator-friendly controls with the technical requirements of game production.

Autodesk MayaBlenderRiggingSkinningUnreal EngineUnity
Challenges
  • Creating flexible rigs for different character types
  • Maintaining stable deformation across complex animations
  • Meeting real-time engine and game production constraints
Solutions
  • Built modular rigging systems adapted to different assets
  • Developed IK/FK controls and optimized deformation setups
  • Prepared clean skeleton hierarchies for engine integration
Results
  • Efficient and animator-friendly control systems
  • Reliable deformation across different motion ranges
  • Game-ready rigs prepared for real-time pipelines
/ Gallery
Rigging render with control curves and deformation setup for a stylized character
/ Process
  1. 01
    Analyzed character anatomy, movement requirements, and gameplay constraints.
  2. 02
    Built skeletons, control systems, and deformation setups based on each asset.
  3. 03
    Tested animation ranges and prepared final rigs for real-time engine integration.
/ Technical
  • IK/FK systems and custom controls
  • Skinning and weight painting
  • Dynamic parameter controls for mesh variation
  • Game-ready skeleton hierarchies
  • Unreal Engine and Unity integration
Next
VFX LibraryShaders & Materials