Rigging
Rigging builds the skeletons, controls and deformation that let animators move a character at all.
A rig is the machine between a model and its animation. Riggers build joint hierarchies, skin the mesh, set up controls an animator can actually use, and solve deformation where shoulders, hips and faces bend badly by default.
The work is as technical as it is artistic. Scripting generates and maintains rigs across a cast, constraints and corrective shapes handle the hard joints, and every rig has to survive export into the engine with its bone count and performance budget intact.
Maya, Blender and 3ds Max are the usual tools, and character rigging, creature rigging and facial setup are often separate specialisms. The discipline sits between character art and animation, and in smaller teams a technical artist covers all three.
Where these positions are: Barcelona (5 positions), Annecy (2 positions), Berlin (2 positions), London (2 positions), Munich (2 positions), Newcastle upon Tyne (2 positions), Warsaw (2 positions), Dublin (1 position), Hasselt (1 position), Lviv (1 position)
Rigging experts (1)
Anastasiia Ishchenko
Junior 3D artist who models, sculpts, textures and renders.
BeginnerOpen positions for Rigging (25)
Character Artist
3D Character Animator
Freelance Concept Artist - Paper.io 2
Game Artist - Paper.io 2
Technical Animator
Senior Cinematic Animator (contract)
Associate Technical Animator / Rigger
Senior Technical Artist
3D Animator (Unity / C#)
