I will threejs webgpu,arkit52,rig3d for stream,mesh quantization,lipsync,webrtc avatar


About this gig
Web-based 3D requires engineering, not just artistic rigging. Then how am i different?
I build high-performance, ultra-lightweight character armatures engineered specifically for Three.js (WebGL & WebGPU renderers), React Three Fiber, and mobile WebAR applications. Your developers will be able to load, animate, and deploy your assets with zero console errors or broken hierarchies.
MY ADVANCE 3D RIG WILL FULFILL THESE REQUIREMENTS:
- Max 4-Bone Vertex Influences
- glTF / GLB Native Hierarchy
- Apple ARKit 52 Blendshapes
- Oculus Viseme Setups : correct viseme naming (viseme_sil, viseme_PP, viseme_FF, viseme_TH, viseme_DD, viseme_kk, viseme_CH, viseme_SS, viseme_nn, viseme_RR, viseme_aa, viseme_E, viseme_ih, viseme_oh, viseme_ou)
- Strict Bone Budgeting
- Mixamo Animation Compatibility
- Three.js / TalkingHead Optimization
- Clean Weight Painting
- Web-optimized (~30k polygons)
Target Deployment Environments:
Three.js | React Three Fiber (R3F) | Babylon.js | 8th Wall (WebAR) | PlayCanvas
My rig will pass through any of these compression tools:
EXT_meshopt_compression | KHR_mesh_quantization | glTF-Transform Optimized
Get to know coseolla
High performance rig for Webbased application,threejs,webgpu,gltf,glb
- FromUnited Kingdom
- Member sinceSep 2026
Languages
English, Spanish, German, Italian, French

