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Project Scope (Strict Order of Work) Phase 1 – Refined Weight Painting (Priority) Complete high-quality, refined skin weight painting on the three provided character rigs. Focus on clean deformation at joints, proper weight distribution, and realistic movement. All skinning bones must remain under the Root_M chain. Controllers must have zero transform values, remain unlocked, and be easy to use. Secondary controls (if already present or needed for proper deformation) should be simple and functional. After finishing the refined weights on all three characters, deliver the files for our review. Do not start any corrective shape work until we confirm that the weights are approved. Phase 2 – Corrective Shapes (Only after Phase 1 approval) Once weight painting is approved, create full-body corrective shapes using blendshapes. Correctives must act directly on the render models. Each model must have only one blendshape node. No intermediate frames in blendshape targets. Correctives must follow anatomical and motion principles. Follow the naming standards provided in the Corrective Shape Production Requirements document. Technical Requirements (Must Follow) Software Maya 2024.2 AdvancedSkeleton 5.65 (use the skeleton template we provide) For any MetaHuman-related characters: SuperRigging plugin + correct DNA environment setup Binding & File Standards Work only on the files we provide. Unauthorized modifications to the original models or hierarchy are prohibited. Do not change bone positions, controller names, or binding hierarchy unless explicitly requested. Newly added controllers must be placed at the bottom of the original group hierarchy and use the Add_ prefix when added outside the ADV system. Place secondary controls outside ADV binding into a self-created AddCtrlSystem group to avoid double transformation. Models that need rendering must be controlled only through skinning and blendshapes. Use T-Pose. If the model is in A-Pose, notify us immediately. Character must face the world +Z axis. No Maya default names (joint1, curve1, etc.). Expressions are not allowed — use node connections only. Controllers must have no keyframes and no residual parameters. Character must be in the initial pose when submitting. Clean file: no extra layers, junk nodes, connections, or duplicate names. Hide default cameras and delete any other cameras. Close all open windows (Hypershade, Graph Editor, Outliner, Attribute Editor, etc.) before saving. Save in wireframe mode (press 4). Viewport should only show controllers and models. File format: Maya .ma Naming Conventions Follow the detailed naming rules in the provided documents for: Binding files Secondary bones / controllers Groups (one, two, or three levels) Nodes (blendshape, skinCluster, etc.) Locators Deliverables Phase 1: Three Maya .ma files with completed refined weight painting. After our approval → Phase 2: Updated Maya .ma files with full-body corrective shapes added. What We Provide Character models / already bound Maya files ADV skeleton template Production requirement documents (Binding Standards + Corrective Shape Standards + MetaHuman Process if applicable) Important Notes We may provide simplified (non-final) models first for temporary Layout-stage binding. These require solid weight painting but do not need full secondary controls. Final models will be provided later for refinement. Communicate promptly if you find any issues with the provided models or bindings. Do not make unauthorized changes. Quality and clean deformation are more important than speed. Requirements for Applicants Proven experience with Maya character skinning and corrective shapes (blendshapes) Familiarity with AdvancedSkeleton Experience with MetaHuman / SuperRigging is a strong plus Ability to follow strict production pipelines and naming conventions Portfolio must include examples of clean deformation and corrective work Please include in your proposal: Relevant portfolio examples (skinning + correctives) Estimated time for Phase 1 (refined weights for 3 characters) Your available start date Hourly rate or fixed price proposal We will review Phase 1 thoroughly before authorizing Phase 2. Looking forward to working with a detail-oriented rigger who respects production standards.
Project ID: 40629118
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23 freelancers are bidding on average $20 USD/hour for this job

With more than a decade's worth of experience in 3D animation and rigging, I am confident in my skill set's ability to help you achieve the refined weights and corrective shapes you're seeking for your project. I specialize in Maya, the exact software you've outlined for use, and I'm also very familiar with AdvancedSkeleton - another valuable plus. One area where I excel is maintaining and working within strict production pipelines and naming conventions, such as those clearly outlined in your project description. Quality over speed is at the core of my work ethic, so you can trust that I will shift my focus towards clean deformations to ensure your final output is just as you envision it. Should there be any issues with provided models or bindings, rest assured that open communication is one of my hallmarks, and solutions would be rapid and well thought out. Lastly, while not specifically mentioned in your requirements, I am well-versed in both MetaHuman and SuperRigging - a strong plus simply because it speaks to adaptability and willingness to learn new techniques and tools. Please peruse my portfolio at [insert link] to see my dedication to detail firsthand. It would truly be a privilege to be entrusted with this project!
$15 USD in 2 days
6.4
6.4

Having diligently surveyed your project requirements, I'm compelled to express my earnest interest in this Maya Rigger opportunity. Throughout my substantial history in 3D Animation which encompasses 3D Design, 3D Graphic Design, 3D Illustration, 3D Modeling, and more –I have routinely leveraged a diligent and detail-oriented approach to my projects. These elements resonate positively with your stated demand for 'clean deformation' and 'zero-transform values on controllers.' My knowledge of AdvancedSkeleton 5.65 pairs handsomely with your stipulation to use the provided skeleton template. Working with cautionary technology has been normalized in my workflow to guarantee compliance; as thus using Maya 2024.2 wouldn't be an issue. Moreover, I'm proficient with MetaHuman/SuperRigging which you expressed would be a strong plus for potential candidates –making me a competitive option. Lastly, my portfolio showcases numerous instances of clean deformation coupled with corrective shapes exhibiting an exceptional comprehension of motion principles and anatomical realism! I assure you a devoted and effective commitment towards this project that will ensure an uncompromising level of quality and fidelity to your strict production pipelines. Thank you for your time and consideration. I look forward to the possibility of serving your needs skillfully and diligently while maintaining a friendly and professional relationship at all times Regards, Deepak
$20 USD in 40 days
5.1
5.1

Having a versatile skill set that spans 3D animation, modeling, and rendering, I am confident that I could be an invaluable asset to your Maya rigging project. Not only do I have extensive experience in character skinning and corrective shapes (blendshapes), but I am also well-versed in working with AdvancedSkeleton - which I noticed is a requirement for this job.
$17 USD in 40 days
4.2
4.2

I’d love the opportunity to work on your Maya rigging project. I have experience with Maya character rigging, refined skin weight painting, blendshapes, and production-ready asset preparation while following strict pipeline and naming standards. I understand the importance of completing Phase 1 first, delivering clean, natural deformations for review, and only proceeding with corrective shapes after approval. I am comfortable working with Maya 2024.2, AdvancedSkeleton workflows, maintaining clean hierarchies, zeroed controllers, proper Root_M structure, and organized .ma files. I also have experience adapting to studio pipelines and can carefully follow your technical requirements. I can start immediately. Phase 1 for all three characters is estimated at 5–7 days, depending on complexity. My rate is flexible, and I'm happy to work on either an hourly or fixed-price basis. Please give me one opportunity to handle your project. I assure you that I will complete the work with full dedication, accuracy, and professionalism while delivering high-quality results on time. Thank you for your consideration.
$18 USD in 35 days
1.7
1.7

Drawing from over a decade of experience in 3D design, modeling, and rigging, I am confident in my ability to deliver exceptional work for your refined weight painting and corrective shape needs. Throughout my career, I have cultivated a strong command over Maya, making me adept at following the strict production pipelines and naming conventions you've outlined. My work ethic aligns perfectly with your emphasis on prioritizing quality over speed, and I am eager to bring that sensibility to this project. In addition to advanced technical skills and deep knowledge of Maya’s latest version (2024.2), I also bring in practical experience with plugins like AdvancedSkeleton 5.65 which you will be benefited from. Moreover, I’m also proficient with SuperRigging plugin which can be utilized if you provide me MetaHuman characters involved in the project. However, despite all these technicalities, the top-most skill that makes me ‘the right fit’ is my extensive experience with characters skinning and corrective shapes.
$16 USD in 2 days
1.6
1.6

I will focus on clean, production-quality skin weight painting on the three AdvancedSkeleton rigs you provided, ensuring all bones remain under Root_M with controllers locked at zero transforms for straightforward usability. After this phase completion, files will be submitted for your review before moving to blendshape corrective shapes, which will be built strictly following your naming and anatomical standards in Maya 2024.2. The process will avoid unauthorized hierarchy changes and ensure the characters remain in T-pose facing world +Z axis, with clean files free of residual nodes or expressions. Can you clarify if the simplified models for layout-stage binding will come with all necessary skeleton and skin weights pre-applied?
$15 USD in 10 days
2.3
2.3

Hello, I have carefully reviewed the detailed requirements for the Maya Rigger project involving refined weights and correctives for three characters. I understand the importance of clean deformation, proper weight distribution, and realistic movement in the skin weight painting process. My experience in character skinning and corrective shapes, particularly with Maya and AdvancedSkeleton, aligns well with the project scope. I have successfully executed similar projects in the past, ensuring adherence to strict production pipelines and naming conventions. My portfolio includes examples of clean deformation and corrective work that showcase my attention to detail. I am eager to discuss further details and demonstrate my skills in refining the weights for the three characters. Looking forward to the opportunity to collaborate on this project. Best regards, Aqsa
$15 USD in 40 days
0.0
0.0

Hi, this is Laya Hayat, Im located in Berkeley, US. I can surely assist you in refining skin weight painting for the three character rigs by focusing on clean deformation, proper weight distribution, and realistic movement. I have extensive experience in Maya character skinning and blendshapes, ensuring high-quality results that meet your specific requirements. Quick Questions Have the character models already been provided for the project? Do you require any specific anatomical details to be considered during the weight painting process? Are there any particular motion principles that should be adhered to when creating corrective shapes? I have successfully completed similar projects involving character rigging and corrective shapes, following strict production pipelines and naming conventions. I'll share the most relevant and magical portfolio over a chat. How about a quick virtual coffee and a friendly chat? I can map out your vision and start building something amazing together. Thanks, Laya
$15 USD in 40 days
0.0
0.0

The core of this job is getting the skinning right, so the deformation looks good and moves like it should, and also making sure the controllers are clean and usable. I'll use Maya's standard skinning tools, focusing on smooth transitions around the joints, so no pinching happens. The bones stay under Root_M as specified. Controllers will be zeroed out and unlocked; this is just good practice. I won't be building new controllers unless absolutely necessary for deformation, so this stays focused on the skinning and the existing controls. How are the characters’ topology and edge flow? If I get the go-ahead, I'll have the weight painting for all three characters done in the first day or two. Track record on here: 100% on time, 100% on budget, 5.0 across 8 reviews.
$25 USD in 7 days
0.0
0.0

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