Character and Prop Rigging, Production-Ready

Send us a model. We send back a rig your animators can use on day one. Maya or Blender, for CG, VFX, or games, with clean exports for Unreal and Unity.

Start a Project
Software & engines:
Who we work with

Built for studios that ship

Animation studios producing series and features. VFX vendors with tight delivery windows. Game studios on Unreal 5 or Unity. Indie teams that need senior rigging without a senior salary on the books. If your pipeline runs on Maya or Blender, we slot in.

Heroes, sidekicks, creatures, and everything in between

Stylised or photoreal, biped or eight-legged, we build rigs that feel right in the hands of your animators. IK and FK that switch cleanly, controls that stay out of the way, and locomotion setups your team can pose fast.

  • IK and FK body systems with seamless switching
  • Animator-friendly control shapes
  • Space switching, stretchy limbs, secondary motion
  • Custom limb setups for quadrupeds, insects, snakes
  • Wings and fins with lattice deformers
  • Dynamic simulation where it earns its keep
Icon of a person with a cape standing in a superhero pose on a yellow rounded square background.
Black geometric stylized human face outline on a yellow rounded square background.

Expressive faces that animators want to work with

Blendshape, joint-based, or hybrid, matched to your pipeline and the look you're chasing. FACS or custom expression libraries, with correctives and deformation that hold up in close-ups.

  • FACS or custom expression libraries
  • Blendshape, joint-based, or hybrid setups
  • Corrective shapes and deformation support

Vehicles, weapons, and gadgets

Clean control hierarchies for mechanical rigs. Pistons, gears, and linkages that drive themselves, with game-ready exports that hold up in real time.

  • Constraint-based mechanical systems
  • Piston, gear, and linkage automation
  • Game-ready exports optimised for real-time
Black outline of a diamond-shaped scepter on a yellow rounded square background.

Studio Rigging FAQ

What character rigging services does Gimbal Goats offer?

keyboard_arrow_down

Gimbal Goats provides character rigging services for studios working in VFX, animation, games, and real-time production.
We build rigs for heroes, sidekicks, stylised characters, photoreal characters, bipeds, quadrupeds, creatures, props, vehicles, weapons, and mechanical assets. The goal is always the same: rigs that feel good in the hands of animators and hold up in production.

Do you build animator-friendly character rigs?

keyboard_arrow_down

Yes. We build animator-friendly rigs with clean controls, clear posing logic, and reliable deformation.
That can include IK/FK switching, space switching, stretchy limbs, secondary motion, custom control shapes, clean picker layouts, and intuitive body mechanics. We focus on rigs that stay out of the animatorโ€™s way and make posing faster.

Can you rig creatures and non-human characters?

keyboard_arrow_down

Yes. We create creature rigs for quadrupeds, insects, snakes, fantasy creatures, monsters, wings, fins, tails, tentacles, and unusual anatomy.
Creature rigging can include custom limb setups, procedural controls, lattice deformers, dynamic simulation, secondary motion, and deformation systems designed around how the character needs to move on screen.

Do you create facial rigs?

keyboard_arrow_down

Yes. We build facial rigs for stylised and realistic characters, depending on the look and pipeline of the project.
Facial rigging can include blendshape facial rigs, joint-based facial rigs, hybrid setups, FACS-based systems, custom expression libraries, corrective shapes, deformation support, and animator-friendly facial controls.

What is the difference between blendshape, joint-based, and hybrid facial rigs?

keyboard_arrow_down

A blendshape facial rig is often useful for precise sculpted expressions and close-up control. A joint-based facial rig can be useful for flexible deformation, game workflows, or lighter setups. A hybrid facial rig combines both approaches.
We choose the method based on the projectโ€™s visual style, animation needs, performance requirements, engine requirements, and existing studio pipeline.

Can you build prop, weapon, vehicle, and mechanical rigs?

keyboard_arrow_down

Yes. We build prop rigs, weapon rigs, vehicle rigs, gadget rigs, and mechanical rigs for animation, VFX, and games.
This can include constraint-based systems, pistons, gears, linkages, folding parts, mechanical controls, game-ready export structures, and clean control hierarchies that make complex assets easy to animate.

Do you support game-ready character rigs?

keyboard_arrow_down

Yes. We can create game-ready rigs and export-friendly setups for real-time production.
That can include clean skeletons, export groups, FBX workflows, Unreal Engine support, Unity support, control rigs, deformation checks, naming standards, and real-time performance considerations. We can work with your technical requirements instead of forcing a film-style rig into a game pipeline.

Can you match our existing rigging pipeline or rig style?

keyboard_arrow_down

Yes. We can work with your existing rigging framework, naming conventions, control shapes, picker style, deformation standards, export rules, and review process.
Whether you need one hero character, a set of creature rigs, facial rigging support, or mechanical props, we can adapt the rig to your production instead of asking your team to adapt to ours.