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We are developing MARAOTH: Age of Kharos, an indie dark-fantasy turn-based tactical RPG with a stylized low-poly 3D art direction. We are looking for a freelance 3D Character Animator / Rigger experienced with Blender, game-ready skeletal animation, reusable rigs, and Godot 4-compatible GLB/glTF export. The goal is not cinematic animation. We need clean, readable, efficient animations designed for tactical gameplay and reusable across multiple characters. Game Overview Combat takes place on a 5x5 tactical grid with a party of 4 characters. The combat camera is fixed or nearly fixed, using a 3/4 top-down / isometric-style view, so animation readability and strong silhouettes are more important than subtle facial or finger animation. The game includes: - 6 playable races - 8 masterclasses - 16 subclasses - modular armor - multiple weapon types - summons, companions and transformed creatures Playable classes include tanks, melee fighters, ranged characters, spellcasters, healers, summoners and support characters. Main Technical Goal We want to establish a shared humanoid animation pipeline. Whenever technically possible, playable humanoid races should use the same base humanoid skeleton or be compatible through retargeting. We want to avoid creating separate animation libraries for every race or subclass. The first major task will likely be creating or validating a: MARAOTH Master Humanoid Rig Once approved, this skeleton should remain consistent throughout production. Important requirements: - consistent bone naming - consistent hierarchy - consistent rest/bind pose - reusable animations - clean skinning - predictable root bone - efficient bone count - no unnecessary deformation bones - no skeleton modifications without prior approval Character Customization Characters will use modular equipment. Armor is divided into: - Helm - Chest - Gloves - Legs - Boots Each subclass has its own visual identity and color palette. The only class using true heavy armor is the Guardian. Other classes use medium armor, light armor or cloth depending on their role. Characters may also use: - different head presets - hairstyles - facial hair - hair colors - skin tones - racial features Animations must therefore work correctly with modular character parts. Weapons / Combat Examples Some important class-specific equipment: Protector - giant shield - no weapon - heavy armor - defensive and interception-based animations Juggernaut - two smaller shields - heavy armor - aggressive tank / crowd control Disciple Paladin - one-handed hammer - tome/focus in off-hand Oathbreaker - darker necrotic Paladin theme Werebear / Weretiger - humanoid form plus dedicated transformed creature model - transformed forms use fixed models Battlemage - sword - blood-magic focus - melee / close-range combat Bloodmage - ranged blood magic - magical focus Turret Master - giant crossbow - three deployable turrets Puppet Master - same giant crossbow weapon family - autonomous golem companion Warlock - spellcaster - two small ranged demon companions Demon Hunter - bow - autonomous melee demonic companion Holy Seer - cloth/light armor - healing/support magic Demonic Seer - cloth/light armor - curse / poison / damage-over-time magic Chronomancer - hooded cloth/light outfit - time manipulation Lawbringer - hooded cloth/light outfit - magical law / authority theme Non-Humanoid Characters Some units will need their own dedicated rigs and animation sets: - Werebear - Weretiger - Puppet Master Golem - Warlock demons - Demon Hunter companion These do not need to share the humanoid skeleton. Engineer Turrets The Turret Master uses three static deployables: - Ballista — single-target offense - Tesla Turret — electrical / Tesla damage - Repair Turret — healing/support These may use simple mechanical rigs. Possible animations: - deploy - idle - aim - fire - recoil - damaged - destroyed Animation Style Animations should be: - stylized - readable - slightly exaggerated where useful - efficient - game-ready - suitable for a tactical camera The game is turn-based, so we prefer clear poses and fast readable actions rather than highly realistic motion capture. Shared Humanoid Animation Set The initial reusable library may include: - Idle - Combat Idle - Walk - Run if needed - Hit Reaction - Heavy Hit Reaction - Stun - Death - Victory - Generic Melee Attack - Generic Ranged Attack - Generic Spell Cast - Generic Buff Cast - Generic Defensive Action Movement is grid-based, so most animations should preferably be in-place. Character movement and displacement can be handled by Godot game logic. Root motion should only be used where specifically required. Subclass-Specific Animations Some classes will require custom animations for signature abilities and ultimates. Examples: - shield bash - push / pull attacks - bow attacks - giant crossbow attacks - blood magic - healing - curse casting - time manipulation - law-based magic - transformations - companion commands - ultimate abilities Ultimate animations should feel important but remain reasonably short to preserve combat pacing. Technical Requirements Engine: Godot 4 Preferred final format: GLB / glTF 2.0 Source format: Blender .blend All animations must be: - baked before export - correctly named - separated into clean clips - trimmed correctly - looped correctly where needed - compatible with Godot 4 - free from unsupported Blender-only constraints - exported with correct transforms Example animation naming: Idle Combat_Idle Walk Hit Stun Death Victory Attack_Melee_01 Attack_Ranged_01 Cast_Generic Subclass-specific examples: Protector_Shield_Bash Juggernaut_Push Battlemage_Attack_01 Bloodmage_Cast_01 DemonHunter_Bow_Attack Chronomancer_Cast_Time Deliverables Typical deliverables: SOURCE/ [login to view URL] EXPORT/ [login to view URL] PREVIEW/ [login to view URL] If working directly on character rigs: [login to view URL] [login to view URL] Textures, if required: [login to view URL] [login to view URL] [login to view URL] [login to view URL] Initial Milestone The first milestone would preferably be: 1. Master humanoid skeleton 2. Idle 3. Walk 4. Hit Reaction 5. Death 6. Generic Melee Attack 7. Generic Spell Cast We will test these directly inside Godot 4 before moving to the full production pipeline. This first milestone is very important because all future humanoid characters, modular armor and animations will depend on it. Ideal Freelancer We are looking for someone experienced with: - Blender - 3D character rigging - skeletal animation - stylized / low-poly characters - game-ready animation - GLB / glTF 2.0 export - Godot 4 or similar game engines - reusable humanoid rigs - retargeting - modular character systems Experience with tactical RPGs, turn-based RPGs or stylized indie games is a strong advantage. Project Priorities Our priorities are: 1. Godot compatibility 2. reusable skeleton and animations 3. clean technical pipeline 4. gameplay readability 5. strong class identity 6. low-poly visual consistency 7. reasonable production cost 8. animation polish We prefer smart reusable systems over large quantities of one-off animations. Please include in your application: - portfolio - examples of rigging work - examples of game-ready animations - experience with Blender - experience with GLB/glTF export - any Godot experience - your estimated cost for the initial rig + animation test milestone
Project ID: 40747077
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78 freelancers are bidding on average €459 EUR for this job

Hi, I can create a Humanoid Rig in Blender with clean bone hierarchy, consistent naming. I want to take a chance to complete this task and will provide the best quality work for it. Contact me please, with all details. I will provide photo-realistic renderings and 3D files. Please have a look at my portfolio: https://www.freelancer.com/u/babanpreet852.html I have 8 years of experience in 2D drafting and 3D modeling, Rendering, texturing. 3D softwares are following:3Ds Max, Maya, Zbrush , Solidworks, AutoCAD, SketchUp. Thank you for your time and consideration.
€750 EUR in 6 days
8.5
8.5

With nearly a decade of experience and deftly capable in 3D Animation, Modelling, and Rigging, I'm the optimal candidate My expansive repertoire of specialist skills extends to precise low-poly game model characters, making me well-versed in dealing with the necessary skeleton manipulations and reusable rigs you're focusing on for distinctive game classes. Furthermore, I've created efficient and simplistic layouts for bone naming, structure hierarchy as well as rest/bind-pose that perfectly aligns with what you demand for variant characters and races. Effective animation plays a pivotal role in setting gameplay aside from cinematic sequences. My expertise allows me to create clean, legible, battle-specific animations optimized for tactical representation keeping your unique camera perspectives in mind. Compact with a highly organized work process, I ensure no Lastly, my conversance working on modular equipment extensively prepares me for the challenging task of incorporating easy-to-implement animation guidelines compatible across various body parts. I understand the importance of maintaining distinctive identities through armor variation and skin colors whilst sticking closely to prescribed palettes. Committed to delivering stylized aesthetics that are both efficient and visually appealing in equal measure, I'm eager to bring your dark-fantasy world alive with my proficient craftsmanship.
€250 EUR in 2 days
8.4
8.4

As a seasoned 3D artist with extensive experience working on different gaming projects, I am confident that I am the perfect candidate for your MARAOTH: Age of Kharos game. I have the necessary skills in 3D Animation, Modelling, Rigging and have been utilizing Blender proficiency, including producing compatible GLB/glTF files for Godot 4, which aligns perfectly to your project needs. I grasp the importance of a well-defined and organized skeletal structure from your project overview to ensure efficient and reusable animations across different characters and races. I have maintained consistency in bone naming, hierarchy, rest/bind pose in my career while curating a shared humanoid animation pipeline which ensures even as we dive deeper into character customization, my work remains unaffected – be it skinning,deformation bones etc. Furthermore, my understanding of modular character parts and their correct synchrony with different weaponry andiate classes allow me to craft accurate movements suited to the various roles and functions in your tactical RPG game. This skill will prove particularly useful when handling the likes of Juggernaut's crowd control attacks or Puppet Master's autonomous golem companion. Ultimately, I pride myself on creating distinct yet stylized animations that are efficient yet readable for maximized gaming experience.
€258 EUR in 3 days
7.8
7.8

With over a decade of experience specializing in 3D animation and modeling, I possess the necessary skills to bring your game, MARAOTH: Age of Kharos, to life. Having used and become an expert in software such as 3ds Max, Blender, Godot, and more, I am not just comfortable with your project requirements but deeply conversant in them. My experience in optimizing low-poly models without compromising on quality makes me the ideal candidate for this project. As seen in my past works where I've successfully created humanoid rigs and animations that are reusable with uniform skeletons, characteristic of efficient pipeline management—a necessity for your tactical RPG. Moreover, my expertise in clean skinning will ensure that the modular character parts work seamlessly. Considering that you also need animations that reflect different themes depending on class fighting styles (ranging from aggressive tank to spellcasting), my knack for stylized and slightly exaggerated animations will give your game that unique touch it needs. I’m ready to pour my dedication into MARAOTH to meet all your expectations. You won’t be disappointed.
€250 EUR in 5 days
7.8
7.8

With a solid background in 3D modeling and animation, I have specialized expertise in low-poly design and stylized animations that perfectly aligns with your project needs. My proficiency in Blender, Godot 4-compatible GLB/glTF export, and game-ready skeletal animation makes me the perfect fit to create your shared humanoid animation pipeline. I understand that the readability and efficiency of the animations is central to your combat-focused game and can assure you that I'm adept at delivering clean, readable and efficient animations tailored for tactical gameplay. I thrive on complex projects like MARAOTH: Age of Kharos where there are multiple races, subclasses, and equipment variations that demand unique rigging and animation. Thankfully, seamless integration of modular character parts using consistent bone naming, hierarchy, pose, etc. aligns inherently with my organized workflow. Personalization is key in games; I am confident in my ability to ensure that each class and subclass retains their distinctive identities through well-crafted animations that complement their roles and armors.
€250 EUR in 2 days
7.4
7.4

As an experienced 3D Animator and Rigger with a comprehensive grasp of Blender and 3ds Max, I am well-prepared to tackle the unique challenges that your MARAOTH: Age of Kharos project presents. I'm also adept with Unity 3D which is a valuable asset considering the importance of GLB/glTF export and ensuring Godot 4 compatibility of the final products. What sets me apart is my keen understanding of efficient animation design for in-game tactical gameplay instead of emphasizing on cinematic flair. Stylized, readable, slightly exaggerated, and efficient animations are my forte, all qualities which your low-poly game demands. Moreover, I believe in establishing a shared humanoid animation pipeline to create double-fold value for your game i.e., saving time by reusing rigs & assets while maintaining utmost character customization.
€266 EUR in 1 day
7.5
7.5

Hey, I work with 3d characters daily and I'd love to be part of your project. There is a lot to discuss so feel free to contact me and we can go over the details for each character including pricing.
€500 EUR in 7 days
7.2
7.2

As an experienced 3D Character Animator heavily proficient in Blender and Unity 3D platforms, I am well-equipped and ready to join your project with my range of skills. I've not only created game-ready skeletal animations, reusable rigs and played key roles in efficient bone management but have a deep understanding of creating long-lasting rigging systems that aligns with your goals, especially concerning character customization and playable humanoid races. Implementing a shared humanoid animation pipeline is something I've had hands-on experience in before, saving you valuable time and ensuring greatly streamlined production. I take pride in consistently maintaining bone naming, compatible retargeting between races and using a predictable root bone. This would be invaluable when ensuring your combat takes place smoothly with readable, efficient animations designed specifically to enhance tactical gameplay. Furthermore, I am well-adept with modular design for character parts, like armor & equipment and the need to work with different identities specific to subclasses. My seasoned skills at understanding subtle visual cues, color palette compatibility and overall aesthetic awareness compelled me to approach every aspect of my work with great attention to detail. Let's combine our creative energies; you envision a dark-fantasy world that speaks volumes through exquisitely crafted low-poly 3D art pieces and I'll put life into them!
€260 EUR in 2 days
6.1
6.1

Hello there, Are you looking for someone who can build a reusable Master Humanoid Rig and game-ready animation pipeline for MARAOTH: Age of Kharos using Blender and Godot 4-compatible GLB/glTF export. We can create clean skeletal rigs with consistent bone naming, hierarchy, bind pose, efficient skinning, modular armor compatibility, and readable tactical animations including Idle, Walk, Hit, Death, Melee Attack, and Spell Cast. We can also provide properly baked and named animation clips, organized Blender source files, GLB exports, and preview videos, with the initial milestone tested directly in Godot 4 before expanding the full reusable library. We are professional 3D artist with over 5 years of experience creating high-quality 3D models and visualizations. We specialize in 3D modeling, texturing, rendering, and realistic product or concept visuals with strong attention to detail. We offer fast turnaround, clear communication, and unlimited revisions to ensure the final result matches your expectations. Please visit our profile for portfolio; https://www.freelancer.com/u/Internative123/profile-27433543 Best regards, Internative Labs.
€250 EUR in 2 days
5.7
5.7

Hello, I’m a 3D Artist with 10+ years of experience in Blender, 3D character modeling, rigging, and animation. I can help you build the MARAOTH master humanoid rig and create clean, reusable game-ready animations for your tactical RPG. I understand the key requirements: consistent skeleton and bone hierarchy, clean skinning, modular armor compatibility, retargeting, in-place animations, baked animation clips, and proper GLB/glTF export for Godot 4. For the initial milestone, I can handle the Master Humanoid Rig along with Idle, Walk, Hit Reaction, Death, Generic Melee Attack, and Generic Spell Cast, then test the exported files in the required pipeline. I have strong experience with Blender, character rigging, skeletal animation, game-ready assets, and animation workflows. I can also provide relevant portfolio examples and keep the pipeline clean and reusable for your future characters. I’m ready to start immediately. Please share the character model/reference files and I can review the setup before beginning. Best regards, StarSpark3D
€255 EUR in 2 days
5.6
5.6

I understand you're seeking efficient, game-ready animations for MARAOTH: Age of Kharos, similar to the stylized low-poly aesthetic seen in many successful tactical RPGs. My experience creating reusable skeletal rigs and clean, readable animations for game engines directly aligns with your need for tactical gameplay clarity over cinematic flair. My approach involves leveraging Blender for rigging and animation, focusing on optimized bone structures for efficient skeletal animation. I'll utilize a modular rigging system to ensure reusability across different character archetypes, minimizing setup time for future assets. Animation playback will be tested within a Godot 4 environment, ensuring seamless GLB/glTF export and adherence to your performance requirements for a 5x5 tactical grid. Could you clarify the expected animation complexity per character (e.g., number of distinct combat animations)? Also, is there a specific frame rate target for the animations to ensure visual consistency with existing assets? I'd be happy to discuss your project in more detail and how my skills can contribute to MARAOTH's success.
€611 EUR in 21 days
5.1
5.1

Hi, I'm Stefan. This caught my attention mainly because the shared humanoid animation pipeline aligns perfectly with my experience in creating efficient, reusable rigs for tactical gameplay. I've worked extensively with Blender and game-ready skeletal animation, focusing on clean, readable movements tailored for tactical RPGs. I understand the importance of a consistent rig that supports modular character systems. Here's how I'd approach it: ▸ Develop the Master Humanoid Rig with a focus on consistent bone naming and hierarchy. ▸ Create initial animations like Idle and Walk designed for readability in a tactical setting. ▸ Ensure compatibility with Godot 4 and optimize for GLB/glTF export to streamline your pipeline. I genuinely enjoy getting involved in projects and treating the outcome as if it were my own. A good idea doesn't get far sitting in a project description, so reach out and let's talk it through. Regards, Stefan.
€400 EUR in 14 days
4.4
4.4

With your vision of a low-poly stylized dark-fantasy RPG, my experience and skills as a 3D animator and rigger are exactly what you need! Over the course of my career, I have created and honed bespoke animation pipelines similar to what you're hoping to establish. I have an expert grasp on Blender, ensuring I can create game-ready skeletal animations, efficient and readable for your tactical gameplay. I am fully capable and experienced in developing reusable rigs for smooth integration into different character designs—something essential in your project with its multiple subclasses, playable races, and modular armor. This will result in not only consistent bone naming or hierarchies but also clean skinning that works well with all modular parts. Moreover, I value effective communication to understand and realize the visions of my clients accurately. I make sure to respect every deadline, paying very close attention to even the smallest of tasks while keeping the bigger picture in mind. Harnessing a combination of my creative vision, technical precision, and broad experience in video development including commercial production and even YouTube shorts, I am confident we will create something truly powerful together. Choose me for your project; choose flawless execution and artistic ingenuity first hand!
€700 EUR in 6 days
3.9
3.9

Hi, Bojan here, from Serbia. Building your low-poly game models and animations with 6 playable races comes down to one thing: a game that holds its frame rate on the target devices and feels fun early. I'm a senior game developer with 8+ years of experience working with Godot, Unity 3D and Game Development. With different head presets, the real challenge is frame rate on target devices. My plan: first, agree the core loop and the target devices. Then, build it in Godot with placeholder art and profile early. Finally, playtest on real devices and fix frame drops before adding content. I'd start with the core gameplay loop as phase one. The price and milestones are in the bid details. I've done game work in Godot, so I check early for frame drops on lower-end devices. A few questions to better understand the scope: 1. Which is the weakest device it must run on? The weakest device sets the limits for effects. 2. Lock a frame rate target before adding effects? I'd recommend it, effects then stay within target. 3. Will most players be on phones? Then touch controls and short sessions come first. I can start right away. Happy to go over the details here in chat and suggest the best approach. Looking forward to hearing from you, Bojan
€350 EUR in 3 days
4.1
4.1

I see the challenge in creating a solid animation pipeline for MARAOTH: Age of Kharos. If the rigs and animations don't align well, it could lead to confusion in gameplay and a disjointed experience for players. This can hurt the tactical gameplay you're aiming for. I would start by establishing a Master Humanoid Rig that meets your specific needs. This would ensure consistent bone naming and hierarchy, making it easier for animations to be reusable across different characters. My goal is to create clean, efficient animations that enhance gameplay readability, so players can focus on strategy. Revisions are part of the process until you’re completely satisfied. I'd love to learn more about the timeline for this project. Do you have existing assets ready, and what specific character classes should I focus on first?
€350 EUR in 7 days
3.6
3.6

Hello there, I am a 3D Generalist and technical artist with 5 years of experience in game asset creation, including characters and props. I can help you model and texture your low-poly dark fantasy assets for Godot. I have made models for Unity3D and Unreal game engines and know how to handle exports without issues. I will share my game modelling and texturing work references in the chat. Looking forward to your reply. 3D Generalist portfolio - https://www.freelancer.com/u/rajfami155
€250 EUR in 5 days
3.4
3.4

Just finished a low‑poly tactical RPG rig for a Godot 4 indie title – same reusable humanoid skeleton, clean bone naming, efficient animation set. I'm the perfect fit: Blender, 3D character rigging, skeletal animation, low‑poly stylized art, game‑ready GLB/gltf, Godot 4 export, reusable rigs, retargeting, modular character systems. I've built identical pipelines for tactical turn‑based games with clear silhouettes and grid‑based movements. Multiple 5‑star reviews on complex rigging and animation packages. Happy to start with the Master Humanoid rig and core animations; after testing in Godot 4 we’ll expand the library. Let’s chat—first milestone free consultation and a quick demo. Chris | Lead Developer | Novatech
€750 EUR in 7 days
3.0
3.0

Hello, We went through your project description and it seems like our team is a great fit for this job. We are an expert team which have many years of experience on 3ds Max, 3D Modelling, 3D Animation, Unity 3D, Game Development, Blender, 3D Rigging, Godot Please come over chat and discuss your requirement in a detailed way. Thank You
€300 EUR in 1 day
2.7
2.7

Hello, I am excited to submit my proposal for the Low-Poly Game Models & Animation project. With my extensive experience in 3D Animation, Modelling, and Rigging, I am confident that I can deliver high-quality, game-ready animations tailored to your specific requirements for MARAOTH: Age of Kharos. I'll create a shared humanoid animation pipeline that ensures consistent bone naming, hierarchy, and clean skinning for seamless integration across playable races and subclasses. By establishing a master humanoid rig and producing animations like Idle, Walk, Hit Reaction, and Generic Melee Attack, I will lay a strong foundation for the project's animation needs. My portfolio showcases my expertise in Blender, game-ready skeletal animation, and GLB/glTF export. I provide editable source files, unlimited revisions, and ongoing support to ensure your vision is brought to life effectively. https://www.freelancer.com/u/alphatechca Best Regards, Sahar
€250 EUR in 2 days
3.1
3.1

Are you looking for an experienced Blender 3D character rigger/animator to establish the MARAOTH Master Humanoid Rig and create a reusable, Godot 4-compatible animation pipeline for your stylized low-poly tactical RPG? I can focus on the technical foundation first—consistent skeleton, bone naming, hierarchy, bind/rest pose, clean skinning, modular character compatibility, and efficient game-ready animation—before expanding into the full production library. I have experience with Blender, 3D character rigging, skeletal animation, game-ready assets, low-poly workflows, animation cleanup, GLB/glTF preparation, and reusable character pipelines Deliverables – Initial Milestone MARAOTH Master Humanoid Skeleton Consistent bone naming and hierarchy Clean rest/bind pose and predictable root bone Efficient bone structure without unnecessary deformation bones Modular armor/head/hair compatibility considerations Clean skinning and deformation testing Idle Walk Hit Reaction Death Generic Melee Attack Generic Spell Cast Properly named and separated animation clips Baked animation data Blender .blend source Production Pipeline Once the master rig is approved, I can maintain the same technical standards for additional humanoid characters and develop class-specific animations such as shield bash, bow attacks, spell casting, healing, blood magic, transformations, companion commands, and ultimate abilities. Non-humanoid units can be handled with dedicated rigs where required.
€250 EUR in 5 days
2.3
2.3

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