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We build real-time interactive 3D character companions (Godot engine, glTF pipeline). We have AI-generated character meshes that need to be turned into clean, fully rigged, animation-ready avatars driven by ARKit-52 blendshapes (facial mocap / lip-sync / gaze). This is an ONGOING need — we have several characters to produce and are looking for a reliable long-term collaborator, not a one-off gig. First character: "Circo", a stylised puppet (top hat, teal hair, Día-de-los-Muertos face paint, two gloved hands). WHAT WE PROVIDE - High-res textured mesh (GLB + FBX, PBR textures), ~15k quads, 4 parts: face, top hat, two hands. - Reference video + concept images. - Target engine: Godot 4 (glTF, morph targets + skeletal rig). DELIVERABLES (per character) 1. Retopology: clean quad topology on the face with proper edge loops around eyes and mouth; eye sockets for real eyeballs; clean hat & hands topo. 2. Eyes: real 3D eyeballs (iris/pupil) rigged to rotate (gaze follows user); eyelids as part of the face mesh, able to blink/close. 3. Rigging: full set of 52 ARKit blendshapes (exact standard names) + a few custom cartoon blendshapes; skeleton (head/neck/jaw, eye-aim bones, two fully articulated hands), hat parented to head; clean symmetric weights. 4. Secondary motion: adjustable spring/jiggle bone chains on the hair strands and the hat (real-time, tunable stiffness/damping) — Godot-compatible. 5. Texturing: re-bake/clean PBR textures onto the new topology, preserving the original look; clean UVs. ADDITIONAL REQUIREMENTS: **Delivery format:** - Final character as glTF 2.0 (.glb), importing cleanly into Godot 4 with no manual fixups. - Editable Blender source (.blend) with full rig, shape keys, and modifiers intact. - Textures as PBR set (base color, normal, roughness, metallic), 2K or 4K, packed or in a clear folder. **Rig / blendshapes:** - ARKit-52 blendshapes must use exact standard names (e.g., eyeBlinkLeft, jawOpen, mouthSmileLeft, browInnerUp). - Skeleton bones clearly named; eye-aim bones for gaze; finger bones on both hands. - Hair + hat spring/jiggle bone chains must work via Godot's bone system with tunable stiffness/damping. **Scale & orientation:** - Real-world scale (metric), Y-up, facing −Z, origin at the base of the neck, transforms applied (no leftover rotation/scale). **Validation:** - A short turntable + a few ARKit shapes firing + a gaze test before final delivery. **Milestones (payment per milestone):** 1. Retopo + UVs + texture bake. 2. Eyes + skeleton + skinning + hair/hat spring bones. 3. ARKit-52 blendshapes + Godot test export. REQUIREMENTS - Blender preferred (we work in Blender 5.x); Maya OK if you deliver clean glTF. - Final delivery: GLB with ARKit-52 morph targets + skeletal rig + textures importing cleanly into Godot 4 plus the source .blend. - ARKit blendshape names must match the standard exactly. NICE TO HAVE - Godot real-time avatar experience; ARKit / facial mocap retargeting experience. TO APPLY INCLUDE: 1. Portfolio with facial rigs / ARKit blendshapes examples (links). 2. Your price per character and turnaround time. 3. Confirmation you can deliver Godot-ready glTF with spring bones for hair/hat. 4. Briefly: how you'd handle the eyelids + real eyeball + gaze setup.
Project ID: 40480193
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Active 5 days ago
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13 freelancers are bidding on average €2,165 EUR for this job

Hi there, I specialise in ARKit-52 facial rigging and Godot-ready glTF delivery, and bringing Circo to life with clean retopology, real eyeballs with gaze tracking, full 52 blendshape set with exact standard names, articulated hands, and spring bone hair and hat chains is exactly the pipeline I work in. I deliver validated GLB with turntable and blendshape test before final handoff, plus the full Blender source file — built for reliable long-term character production. Allow me to share my recent work over a chat!
€2,250 EUR in 7 days
8.7
8.7

Hi, Circo is exactly the type of character that benefits from clean facial topology and a robust ARKit setup. I can take the provided mesh through production-ready retopology, rebuild the facial loops around the eyes and mouth, add proper 3D eyeballs with gaze controls, create the full ARKit-52 blendshape set using exact naming conventions, and deliver a Godot-ready glTF that imports cleanly without manual fixes. I'm comfortable working in Blender and preparing characters for real-time pipelines, including clean skinning, symmetric weights, spring/jiggle bone chains for the teal hair and hat elements, UV cleanup, texture rebaking, and validation exports. The final package will include the GLB, source .blend, PBR textures, and preview tests showing ARKit expressions, blinking, jaw movement, and eye tracking. Portfolio: https://www.freelancer.com/u/Humaumair12 I’m interested in building a long-term workflow and can work milestone-by-milestone as outlined. Warm Regards, Huma
€3,000 EUR in 7 days
4.2
4.2

As a long-term technology partner, I can provide the high-quality character creation and rigging services that your project demands. At Web Crest, my team and I have over a decade of experience in highly technical and visually sophisticated fields such as web & software development, UI/UX, and cloud infrastructure. We are extremely experienced in working within briefs and delivering precisely to guidelines - this is demonstrated by our impressive 98% project completion rate. We have an in-depth understanding of the required platforms such as Godot engine, glTF pipeline, and ARKit 52 which will reduce the turnaround time for each character without compromising quality. As you would require well-optimized source files, we assure you that on top of clean GLB deliverables, we'll make sure to provide clean .blend source files as well. Moreover, at Web Crest we love challenges! So meeting your requirements of real 3D eyeballs with well-rigged eyelids for blinking and rotating gaze is a passionate task for us. Our highly skilled modeling and rigging experts will take care of creating the intricate face mesh topology along with eye sockets for realistic eyeballs. With our proficient skills in Blender, we guarantee proper edge loops around eyes and mouth to enable smooth facial animations for lip-syncing and gazing.
€2,000 EUR in 4 days
3.8
3.8

Montreal, France
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