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I have a series of 3D characters that need to be bound with bones. There are quite a lot of characters, but I must ensure the quality. I will use Maya for bone binding. Requirements: Do not modify the bone positions, the names of the controllers, or the binding levels. The newly added controllers should be placed at the bottom of the original group level. 2. All skinning bones need to be added to the Root_M bone chain. There should be no controller-type objects in the bone chain. The models that need to be rendered are only controlled by skinning and blendshape. If other forms of control are added, they must ultimately be controlled directly by skinning or blendshape. 3. Use T-Pose, and the model will respond to A-Pose. 4. The bone positions are accurate, the weight distribution is reasonable, the controllers have no transformation values, the keyframe items are not locked, and it is easy to operate. 5. Add secondary controls reasonably to achieve realistic effects. The secondary controls are simple, convenient, and easy to operate. 6. During binding, expressions cannot be used; all connections must be made through nodes. 7. The binding files must not have default names like "joint1" or "curve1" used by Maya. 8. The character faces the world coordinates plus the Z-axis. Overall, it's quite simple. There's no need to bind the bones for the face; only the body parts need to be bound. I'll start by binding a character. If the result is satisfactory, I'll provide other characters. I need full-time artists, and I have some free time this weekend to devote to my work.
Project ID: 40541188
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hi i am experienced technical animator working as freelancer for the last 15 years.I provide rigging and animation fixes for unreal and unity projects.I use maya ,blender and 3ds max for rigging and animation.I dedicate to solve the issues and fixes Please check my work samples here [login to view URL] [login to view URL] thanks vinod
$20 USD in 40 days
7.4
7.4
15 freelancers are bidding on average $21 USD/hour for this job

Hello, As a seasoned 3D artist and the creative genius behind Art Studio Agency, I'm eager to take on your project and showcase our expertise in unleashing artistry to illuminate visions. My team and I specialize in architectural and product visualizations just like this, where attention to detail and replicating original design parameters are crucial. We pride ourselves on not just meeting demands but exceeding expectations. In regard to Maya 3D character bone binding, we have extensive experience in precisely handling complex character binding tasks without altering bone positions or naming conventions. Your requirement of keeping the controllers linked directly to the blendshapes is well within our skill set. Our holistic approach focuses on realistic effects through well-implemented secondary controls that are uncomplicated yet effective. Choosing us means opting for top-quality deliverables within your timelines, backed by utmost professionalism. You'll also benefit from our relentless pursuit of perfection and dedication to turning your concepts into captivating realities. Let's embark on this journey together as I offer my full-time commitment, ensuring prompt work and provision of satisfactory character bindings starting this weekend. Let us show you the true artistry behind bone binding! Thanks!
$20 USD in 19 days
7.7
7.7

As an experienced 3D artist and animator, I have a refined understanding of Maya and extensive skills in 3D modeling, rigging, and visualization. This project aligns perfectly with my key strengths and I strongly believe it will be of utmost quality under my dedicated hands. Maintaining the integrity of your bone structure is crucial for effective character animation, and as requested, I can deploy T-Pose to A-Pose effectively using skinning techniques and blendshapes while upholding all your requirements to the letter. In terms of efficiency, I take pride in my streamlined workflow - remaining attentive to detail without compromising speed. You will benefit from this as it enables me to delve deeply into projects to deliver accurate binding results while adhering strictly to your initial requests: no modification of the bone positions or controllers' names. Additionally, I can responsibly organize the new controllers right at the bottom of each group level; this facilitates easier control for future adjustments.
$15 USD in 4 days
7.4
7.4

Project Title: Fast & Quality Maya 3D Character Bone Binding As a multidisciplinary creative, I possess a comprehensive understanding of the design process across various software, including a deep-rooted knowledge of Maya. I have successfully executed multiple projects involving precise bone binding with great attention to detail. Given your requirement to maintain bone positions and names while producing outstanding work, I am the ideal fit for this task. My skills in 3D modeling and rendering stretch beyond merely binding bones; I understand the artistry involved in creating realistic effects. This resonates with your need for secondary controls that achieve the most authentic, yet simple and convenient outcomes. Reaching such an aesthetic balance is where my experience truly shines as I have honed my craft to make subtle, elegant adjustments that amplify a character's expressiveness without overpowering its simplicity. Lastly, my commitment to quality aligns perfectly with your expectations. Timeliness without compromising excellence is what I bring to the table. Not only do I assure you quick turnarounds, but also an acute eye for any errors in naming conventions or joint positioning (I never use default names!). It's my passion to seamlessly bring the characters to life just as you envision them. Trust me with your project to receive not just satisfactory results for one character, but consistently remarkable outputs across your roster.
$15 USD in 4 days
7.5
7.5

With my extensive background in 3D animation and modelling, specifically in softwares like Maya, I am more than qualified to handle your project to its finest detail. I take pride in delivering clean, optimized files with precise geometry – all qualities of utmost importance for your project's success. My goal is to ensure your characters are accurately bound without compromising your original bone structure. I understand the need for maintaining bone positions, control names and levels - I follow instructions meticulously and always confirm results before proceeding. Thus, you can expect a high-quality outcome without any surprises. Moreover, my affinity for durability and polished results aligns perfectly with your demand for reasonable weight distribution and secondary controls to achieve realistic effects. By incorporating the necessary controls through skinning and blendshape- only as per your requirements - I will uphold the spirit of your project intact. With my pledge of transparent communication and efficient turnaround times, let's ensure we make the most of this weekend!
$30 USD in 2 days
6.3
6.3

Hello, I'd love to help with your Maya 3D character bone binding project. I can properly bind your character to the skeleton, clean up skin weights, fix deformation issues around joints, and ensure smooth, natural movement for animation. Whether the character is for games, film, or cinematics, I'll optimize the rigging and skinning so it's animation-ready with clean deformations and minimal weight-painting artifacts. Portfolio: https://www.freelancer.in/u/CreativeDesign50 Could you please share the Maya file and let me know if you already have a rig or only need the character bound to an existing skeleton? Best regards, Kirandeep Kaur
$15 USD in 1 day
6.1
6.1

I understand you need Maya 3D character bone binding for a series of models, prioritizing quality and adhering strictly to specific rules regarding bone positions, controller names, and binding levels. I’ve successfully completed similar projects, delivering precisely rigged characters for animation pipelines with meticulous attention to established hierarchies. My process will involve creating clean bone structures within Maya, ensuring all skinning bones are parented under the `Root_M` bone chain. New controllers will be added at the bottom of the existing group levels, and I will meticulously verify that only skinning and blendshape drive the models, excluding any controller-type objects from the bone chains. How should I handle characters where the existing group level structure might not inherently support placing new controllers at the absolute bottom? Ready to start as soon as you confirm scope.
$25 USD in 7 days
0.0
0.0

Los Angeles, United States
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