I will 3d character rigging in maya, cinema 4d , blender, mixamo, unity game engine


About this gig
Tired of pinching shoulders, collapsing elbows, or broken lip-sync? Get a clean, production-ready Blender rig that performs flawlessly, no volume loss, twisting artifacts, or retargeting headaches.
Professional 3D Character & VTuber Rigging
Specialized in indie games, AAA assets, and virtual creators, I deliver advanced, animator-friendly rigs tailored to your specific pipeline.
What You Get:
- Game-Ready (Unity/Unreal): Flawless FBX import, IK/FK switching, pole vectors, clean weights, and volume preservation tested for engine compatibility.
- VTuber/Avatars: 50+ ARKit/Live Link blendshapes, VRChat optimization, VRM export (VSeeFace/Animaze ready), eye tracking, and custom parameters.
- Extras: Rigify-style controls, corrective shapes, mocap prep, and handover docs.
Process: Review Build with updates Test & unlimited revisions Delivery + support.
Ready to move flawlessly? Message me your model (.blend/.fbx), focus (Game/VTuber/VRChat), and timeline for a custom, no-commitment quote.
Get to know Hayour D
Live2D VTuber Rigger Character Model Designer
- FromNigeria
- Member sinceMay 2026
- Avg. response time2 hours
Languages
English, Spanish
FAQ
1. Which file formats do you accept for the 3D model?
I accept files in formats like .blend, .fbx, .obj, .ma/.mb (Maya), .dae, or other common formats. If your model is in a less common format, please contact me first to ensure I can open it.
2. Does the model need to be clean before rigging?
Yes, ideally the mesh should be clean: closed geometry, good topology, no duplicate vertices, correct normals, and preferably in T-Pose or A-Pose. I can fix minor issues, but major geometry problems may require extra work.
3. Do you include Inverse Kinematics (IK) and Forward Kinematics (FK)?
Yes, I can set up IK/FK switches for flexibility in animation. If you have special requirements (IK only, FK only, specific constraints), just let me know in advance.
4. Do you handle weight painting / skinning?
Yes, I handle skinning so the mesh deforms properly with the rig. My goal is always to deliver a clean, animation-ready rig with smooth deformations.
5. Are there limitations for very complex models (clothes, accessories, high detail)?
Complex meshes with many parts, layers of clothing, or accessories may require additional work. We can discuss beforehand which parts need rigging and whether a modular approach makes sense.
6. How long will it take?
Delivery time depends on the complexity of your character. For simple to medium characters, it usually takes 2–5 days. More detailed or custom rigs may take longer — I’ll give you a clear estimate before starting.
7. Can you prepare the rig for game engines (Unreal, Unity)?
Yes, I can set up the rig to be compatible with game engines, including export in the right formats, proper hierarchies, and T-Pose setup. Please mention the target engine upfront.
Who owns the rights to the rig/character?
You own the final rig and can use it for your projects. I reserve the right to showcase the work (screenshots or short clips) in my portfolio unless you specifically request confidentiality or an NDA.
What do you need from me to get started?
To begin, I’ll need: The 3D file of your character (in a supported format) Preferred base pose (T-Pose, A-Pose, etc.) Notes about special features (wings, braids, clothes, props, etc.) Target platform info (film, game engine, etc.) Reference images, sketches, or notes if available

