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Character Rigger

💰 $60,000 - $110,000

AnimationGame DevelopmentVFX3D ArtTechnical Art

🎯 Role Definition

The Character Rigger is responsible for designing and implementing robust, production-ready rigging systems and deformation frameworks for characters and creatures across film, TV, and game projects. This role focuses on building flexible FK/IK rigs, facial systems, blendshape workflows, corrective shapes, muscle and skin deformation solutions, and toolsets that empower animators to produce high-quality performances efficiently. The ideal candidate combines artistic sensitivity for anatomy and motion with technical fluency in scripting, pipeline integration, and real-time constraints to deliver scalable rigs that meet animation, performance, and engine requirements.

Keywords: Character Rigger, 3D Rigging, Skinning, Deformation, Maya, Python, MEL, Houdini, Unreal Engine, Unity, Technical Artist, Rigging Tools, Facial Rigging, Blendshapes.


📈 Career Progression

Typical Career Path

Entry Point From:

  • Junior Rigger / Rigger Apprentice
  • Technical Artist (Junior)
  • 3D Generalist or Character Modeler with rigging focus

Advancement To:

  • Lead Character Rigger
  • Character Technical Director (Rigging TD)
  • Head of Character/Animation Technical
  • Technical Art Director

Lateral Moves:

  • Character Animator
  • Technical Artist / Pipeline TD
  • Tools Engineer for Animation/Rigging

Core Responsibilities

Primary Functions

  • Design and implement production-ready skeletal rigs and control systems (FK/IK, spline IK, constraints) for humanoid and creature characters that meet animator workflow and performance targets.
  • Create robust facial rig systems using blendshapes, joint-driven rigs, pose-based corrective shapes, sculpted targets, and muscle simulation where appropriate to achieve subtle and expressive facial animation.
  • Perform high-quality skinning and weight painting, including iterative refinement and creation of corrective blendshapes, to ensure deformation fidelity in extreme poses and animations.
  • Build modular, reusable rigging frameworks and templates to maximize consistency, speed, and scalability across character pipelines and multiple productions.
  • Develop and maintain custom rigging tools, scripts, and plugins using Python and MEL (and/or C#/C++ as required) to automate repetitive tasks, enforce pipeline standards, and speed up the rigging process.
  • Integrate rigs into the production pipeline, ensuring compatibility with asset management, version control (Perforce/Git), animation export/import workflows, and the requirements of target engines (Unreal, Unity).
  • Optimize rigs and deformation systems for real-time performance, organizing LODs, reducing drawcalls, and ensuring stable results under engine constraints and game runtime.
  • Collaborate closely with character modelers, animators, and VFX artists to provide rigging reviews, recommend topology changes, and implement changes that improve deformation and animation performance.
  • Implement retargeting, motion capture cleanup, and mapping systems to ensure animations transfer cleanly between rigs and across characters with different proportions.
  • Troubleshoot and fix animation, deformation, and export issues in collaboration with QA and animation teams, responding to bug reports and rapidly iterating on fixes.
  • Design and implement anatomy-driven deformation solutions (muscles, corrective systems, joints, sliding skin) to improve believability for complex movements such as shoulders, hips, and facial transitions.
  • Create rigging documentation, best-practice guides, and training materials to onboard animators and junior riggers while documenting tool usage and rig conventions.
  • Support mocap workflows by building retargeting rigs, constraints, and cleaner tools for motion capture data processing and integration into animation pipelines.
  • Work with technical artists and engine programmers to implement runtime rigs, procedural animation controls, and blueprint/interface integrations for gameplay-driven characters.
  • Establish and maintain naming conventions, scene organization standards, and file structures for rigging assets to ensure predictable and scriptable pipelines.
  • Lead rig reviews and provide constructive feedback to ensure rigs are animator-friendly, production-stable, and meet the visual and technical goals of the project.
  • Prototype new rigging techniques using simulation, machine learning-assisted weights, or Houdini procedural workflows to push deformation quality and production efficiency.
  • Develop unit tests and automated validation checks for rigs (e.g., zero transforms, locked controls, weight thresholds) to catch regressions before artist handoff.
  • Mentor junior riggers, delegate rigging tasks, perform code/tool reviews, and foster growth in technical and artistic rigging competencies within the team.
  • Collaborate with art leads and producers to plan rigging schedules, scope complexity, and estimate development time while ensuring on-time delivery of rigging milestones.
  • Ensure rigs comply with animation constraints for cinematics, cutscenes, and gameplay such as root motion handling, IK retargeting, and networked animation requirements.
  • Convert cinematic/film-quality rigs to optimized game-ready rigs, preserving essential deformation fidelity while meeting engine budgets and technical limitations.
  • Participate in cross-disciplinary reviews with animators, character artists, and pipeline engineers to align on asset handoff, export settings, and animation bake procedures.
  • Continuously improve rigging processes by incorporating feedback, analyzing performance metrics, and iterating on automation and tool support.

Secondary Functions

  • Assist pipeline engineers in integrating rigging tools into CI/CD pipelines and build systems for automated asset validation and export.
  • Support release readiness by preparing rigging assets for milestone deliveries and participating in QA/tech-dogfood sessions to validate runtime behavior.
  • Provide on-call support during crunch milestones to troubleshoot rigging-related blockers in animation, cinematic, and gameplay contexts.
  • Help define rigging-related technical requirements for RFPs, vendor assets, and outsourced rigs to maintain consistent technical quality across partners.
  • Participate in cross-team knowledge sharing, lunchtime demos, and documentation updates to disseminate rigging best practices and new tool capabilities.
  • Maintain asset libraries, rig templates, and a reusable set of animation controls to reduce turnaround time for new character builds.
  • Advise on character topology and UV layout best practices to facilitate optimal deformation, weight painting, and texture-driven blendshape workflows.
  • Contribute to performance profiling and optimization sessions to identify rigging bottlenecks and propose engineering solutions.

Required Skills & Competencies

Hard Skills (Technical)

  • Expert-level proficiency in Autodesk Maya rigging (control rigs, deformers, constraints, skinCluster) and familiarity with Maya node-based workflows.
  • Strong Python scripting for Maya (PyMEL/Python API) and practical experience with MEL scripting to build automation and custom rigging tools.
  • Deep understanding of skinning techniques, weight painting, corrective blendshapes, dual quaternion/linear skinning, and deformation troubleshooting.
  • Experience building facial rig systems: blendshape-driven rigs, joint-based facial rigs, pose space deformation, corrective morphs, and muscle systems.
  • Knowledge of FK/IK switching, pole vector handling, stretchy limbs, spline IK, and advanced constraint setups for animation-friendly control systems.
  • Experience optimizing rigs and assets for real-time engines (Unreal Engine and/or Unity), including skeletal export pipelines and engine constraints.
  • Familiarity with version control systems (Perforce, Git) and asset management practices for studio-scale productions.
  • Proficiency with additional tools: Houdini (procedural rigging/character workflows), Blender, 3ds Max, and experience with DCC interoperability pipelines.
  • Ability to develop and deploy plugins or compiled tools (C++, C#) is a plus for advanced pipeline integrations and performance-critical tools.
  • Strong understanding of anatomy, biomechanics, kinematics, quaternions, and matrix math as applied to rigging and stable rotation handling.
  • Experience integrating motion capture pipelines, retargeting systems, and cleanup tools to produce animator-ready source data.
  • Knowledge of shader/deformer interactions and how skinning and blendshapes interact with cloth, hair, and muscle simulations.

Soft Skills

  • Excellent collaboration and communication skills to work effectively with animators, modelers, tech artists, and engineers.
  • Strong problem-solving mindset with the ability to diagnose complex deformation issues and propose pragmatic technical solutions.
  • Detail-oriented with an eye for subtle deformation artifacts and animation-friendly control ergonomics.
  • Adaptability to shifting project priorities and the ability to estimate and manage tasks under tight production schedules.
  • Teaching and mentorship ability to guide junior riggers and help evangelize pipeline improvements.
  • Proactive documentation and knowledge-transfer discipline to create clear, searchable rigging guides and onboarding materials.
  • Ability to accept artistic direction and iterate quickly while balancing technical constraints and performance tradeoffs.
  • Time management and organizational skills to handle multiple rigging tasks and coordinate with upstream/downstream departments.
  • Constructive feedback delivery and the ability to lead rig reviews in a collaborative, non-confrontational manner.
  • Creative mindset to prototype new rigging approaches that improve animation quality or speed.

Education & Experience

Educational Background

Minimum Education:

  • Bachelor's degree in Animation, Computer Graphics, Computer Science, Fine Arts, or equivalent industry experience.

Preferred Education:

  • Bachelor's or Master's degree in Computer Animation, Computer Graphics, Computer Science, or related technical art field; specialized rigging/technical animation training or certificates are a plus.

Relevant Fields of Study:

  • Animation / Character Animation
  • Computer Science / Software Engineering
  • Computer Graphics / Visual Effects
  • Fine Arts / Illustration with 3D focus
  • Game Development / Interactive Media

Experience Requirements

Typical Experience Range: 3–8 years of professional rigging experience in games, film, or VFX pipelines.

Preferred: 5+ years for mid-level roles; 7+ years for senior or lead positions with demonstrable shipped titles or productions and a strong rigging/tooling portfolio.