I will do unity humanoid rig and avatar setup with mecanim and ik

P
pete_w1ll
P
pete_w1ll
Pete Willson

About this gig

Need a character rig that actually works correctly inside Unity's Mecanim system not just a generic bone rig that breaks when you try to use Humanoid animations?

I build Unity humanoid rigs and avatar setups designed specifically for Unity's animation pipeline, including proper Mecanim rig setup, avatar configuration, and Unity IK rig integration.


What I build:

  • Custom Unity bone rig matched to Unity's expected Humanoid bone structure
  • Unity avatar rig configuration including avatar masks and muscle settings
  • Unity IK rig setup using Humanoid IK for hands, feet, and look targets
  • Clean weight painting for smooth, pinch-free deformation at every joint
  • Finger and facial bone setup on request
  • Mecanim rig setup so the character works with Unity's Animator Controller system
  • Animation compatibility test confirming the rig works with standard Humanoid animation packs (Premium)


Works for humanoid characters, stylized characters, and any model intended for Unity's Mecanim animation system.


Software: Blender | Unity

Output: .blend / FBX / Unity project files


Message me before ordering if your character has non-standard anatomy or you need a fully custom IK setup beyond standard Humanoid IK.

Delivery style preference

Please inform the freelancer of any preferences or concerns regarding the use of AI tools in the completion and/or delivery of your order.

Get to know Pete Willson

Pete Willson

3D Rigging Expert for Blender, Unity and Unreal Engine

4.6(3)
  • FromNigeria
  • Member sinceJun 2026
  • Avg. response time1 hour
  • Last delivery6 days
  • Languages

    English, Spanish, French, German, Italian, Portuguese
I specialize in 3D rigging for games, animation, and real-time applications. My services include Blender character rigging, vehicle rigs with suspension, Unity Humanoid and Mecanim setup, Unreal Engine character rigging, retargeting, IK systems, weight painting, and FBX export. I focus on building clean, animation-ready rigs that deliver smooth movement, accurate deformation, and seamless integration across game engines and production pipelines.