Blender Rigger / Technical Animator – Mocap & Retargeting

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TYPE OF WORK

Any

SALARY

$6-10

HOURS PER WEEK

40

DATE UPDATED

Sep 26, 2026

JOB OVERVIEW

I’m looking for an experienced Blender rigger / technical animator / Character TD to work with an existing high-quality, photorealistic human character.

The character already has an advanced rig and deformation system. The main job is to develop a reliable workflow for taking 3D skeletal motion data from FreeMoCap and retargeting it onto the character while preserving the character’s existing rig, proportions, deformation systems, and photorealistic movement.

You should be experienced with humanoid rigging, IK/FK, mocap retargeting and cleanup, bone mapping, root motion, foot locking, joint constraints, weight painting, corrective shape keys/pose-space deformation, and fixing animation problems caused by differences between the performer’s proportions and the character’s proportions.

The final animation needs to remain editable in Blender rather than simply baking questionable mocap directly onto the character. Strong knowledge of Blender Python/add-on development or workflow automation is a major plus, as the goal is to establish a repeatable pipeline rather than manually rebuilding the process for every capture.

You will be provided with:

* The existing photorealistic Blender character and rig
* FreeMoCap skeletal/motion data
* Original reference video for comparison
* Test motions for validating retargeting and deformation

The goal is not to develop the RGB-to-mocap system—FreeMoCap handles that part. I need someone who understands everything that happens after the skeletal data has been generated and can make that data drive a sophisticated Blender character convincingly.

SKILL REQUIREMENT
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