I will do blender humanoid character rig with rigify


About this gig
Blender rig service for humanoid characters turning a static mesh into an animation-ready character with clean deformation and reliable controls.
Service includes:
- Blender rig setup from your character mesh
- Weight painting and skin deformation cleanup
- Rigify bone structure generation and customization
- Facial rig controls for expressions and lip sync
- IK/FK switching for arms and legs
- Custom control shapes and color coding for animator usability
- Test blender animation cycle to confirm the rig deforms correctly
Software: Blender | Rigify
Output: .blend rig file / FBX export on request
Please message before ordering for game-ready rig exports, multiple characters, or custom deformation systems.
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 Ben Alfred
3D Rigging for Games and Animation
- FromNigeria
- Member sinceJul 2026
- Avg. response time1 hour
- Last delivery1 month
Languages
English, Spanish, French, Italian, German
FAQ
What do I need to provide to start my blender rig project?
A character mesh (ideally in T-pose or A-pose) in .blend, .fbx, or .obj format.
Is the rig built with Rigify or a fully custom bone system?
Rigify is used as the base for most humanoid rigs, with custom adjustments layered on top for your character's proportions.
Does the humanoid rig include facial controls?
Facial rig controls are included from Standard onward; Basic covers body rigging only.
Can the blender rig be exported for use in a game engine?
Yes — FBX export compatible with Unity or Unreal can be provided on request.
Will the rig include IK/FK switching?
IK/FK switching for arms and legs is included in Standard and Premium.
Do you provide a test animation to check the rig?
A test blender animation cycle to confirm proper deformation is included
Can the rig be adjusted later if the mesh changes?
Yes — rigs are built with organized weight groups and controls so adjustments can be made if the mesh is updated.

