1

Animation Rigger Jobs (NOW HIRING)

An understanding of rigs and typical rigging set-ups, animation pipelines and transferring data between tools * The proven ability to work under pressure * Being open to direction and able to embrace ...

An understanding of rigs and typical rigging set-ups, animation pipelines and transferring data between tools * The proven ability to work under pressure * Being open to direction and able to embrace ...

Experience with VFX animation (particles, effects, etc.). * Basic knowledge of rigging and skinning characters. * 3D modeling or texturing experience. * Scripting experience (C#, Python, or visual ...

Proficiency in FACS-based facial animation (Facial Action Coding System) or equivalent high-quality facial rigging/expression work * Expert-level skills in Autodesk Maya for animation production and ...

next page

Showing results 1-20

Animation Rigger information

See salary details

$14

$26

$36

How much do animation rigger jobs pay per hour?

As of Aug 2, 2026, the average hourly pay for animation rigger in the United States is $26.02, according to ZipRecruiter salary data. Most workers in this role earn between $23.08 and $29.81 per hour, depending on experience, location, and employer.

What is the highest paying rigger job?

The highest paying rigger jobs are typically in the film, television, and video game industries, especially for senior or lead riggers with extensive experience and specialized skills in character rigging and animation. Senior riggers working on major projects or for large studios can earn six-figure salaries, often supplemented by bonuses and benefits. Advanced knowledge of rigging software like Maya or Blender and certifications can also contribute to higher compensation.

How much do riggers make in animation?

Animation riggers typically earn between $50,000 and $85,000 annually, depending on experience, location, and the complexity of projects. Skilled riggers proficient in tools like Maya or Blender and with a strong portfolio tend to earn higher salaries.

What does a rigger do in animation?

An animation rigger creates the skeletal structures and control systems that allow characters and objects to move realistically. They use specialized software to build rigs, which animators then manipulate to produce motion, ensuring proper deformation and functionality. Riggers often collaborate with animators and modelers and may need knowledge of scripting and rigging tools like Maya or Blender.

What does an Animation Rigger do?

An Animation Rigger creates the skeletal structures that animators use to bring characters and objects to life in movies, games, and other media. They design and implement control systems for movement, ensuring realistic and flexible animation. Riggers work closely with animators, modelers, and technical artists to ensure characters move naturally and efficiently. They use software like Maya, Blender, or Houdini to build rigs that allow animators to manipulate models with ease.

What are the key skills and qualifications needed to thrive in the Animation Rigger position, and why are they important?

To thrive as an Animation Rigger, you need strong knowledge of anatomy, movement, and 3D animation fundamentals, often backed by a degree in animation, computer graphics, or a related field. Expertise in industry-standard software such as Autodesk Maya or Blender, and familiarity with scripting languages like Python or MEL, are typically important; some studios may value certifications in these tools. Attention to detail, problem-solving, and effective communication enable collaboration with animators and modelers to deliver high-quality rigs. These competencies help ensure that digital characters move realistically and that production pipelines run efficiently.

How to become an animation rigger?

To become an animation rigger, you typically need a background in animation, 3D modeling, or computer graphics, often gained through a relevant degree or courses. Developing skills in rigging tools like Maya or Blender and understanding character anatomy and movement are essential. Building a portfolio of rigging projects and gaining experience through internships or entry-level positions can help establish a career in this field.

What are some typical day-to-day responsibilities of an Animation Rigger?

As an Animation Rigger, your daily tasks include designing, building, and testing control rigs for characters and props to ensure they perform well during animation. You'll work closely with modelers and animators to address rigging needs and respond to feedback to revise or troubleshoot rigs as needed. Setting up skinning, deformation systems, and automation scripts is also common, which helps streamline repetitive tasks and improve workflow. The role requires both technical and creative collaboration, making flexibility and communication essential for meeting production goals and maintaining high-quality animation standards.

More about Animation Rigger jobs
What cities are hiring for Animation Rigger jobs? Cities with the most Animation Rigger job openings:
What states have the most Animation Rigger jobs? States with the most job openings for Animation Rigger jobs include:
Infographic showing various Animation Rigger job openings in the United States as of July 2026, with employment types broken down into 63% Full Time, 29% Part Time, 3% Temporary, and 5% Contract. Highlights an 68% Physical, 4% Hybrid, and 28% Remote job distribution, with an average salary of $54,114 per year, or $26 per hour.

3D Animator/Rigger (Contract - Project Based)

WISEcode

Remote

Full-time

Posted 2 days ago

New


Job description

Join the Movement for Health Empowerment at WISEcode
WISEcode is on a mission to transform how people understand, choose, and enjoy the foods they eat. We are not building another static health app. We are pioneering an intelligent, interactive experience that empowers families with clarity, confidence, and curiosity around everyday decisions.
WISEcode is looking for an experienced 3D character artist, technical rigger, and animator to transform our existing branded owl into a fully controllable, reusable 3D character system.
Project Overview: WISEcode Modular Owl Character System
Project Overview
This is not a request for a static model or a single finished animation. We need a master owl asset that can be recolored, posed, animated, exported, and placed into any digital environment without rebuilding the character.
The owl will be used across:
  • WISEcode products and applications
  • Websites and interactive experiences
  • Product onboarding and education
  • Marketing and social media
  • Video and motion graphics
  • Future conversational and AI experiences

The character must preserve the design, proportions, personality, and visual identity of the existing WISEcode owl.
Core Project Goal
Create one production-ready master owl that can:
  • Change between approved color variations
  • Be posed and animated through a professional control rig
  • Support expressive facial and full-body animation
  • Be rendered against transparent or custom backgrounds
  • Be exported as an optimized GLB for web and application use
  • Support future accessories, animations, and character variations
  • Be maintained by another qualified artist or developer after handoff

The master system should initially support our blue, green, and red owl characters without requiring separate models or rigs.
Must Have Project Requirements
Accurate 3D Character Model
The artist must create a complete three-dimensional interpretation of the supplied WISEcode owl.
The model must include:
  • Complete front, back, side, top, and underside geometry
  • Fully modeled wings, body, head, tail, feet, and talons
  • Functional eyes, eyelids, beak, and mouth
  • A clean silhouette from every viewing angle
  • Animation-ready topology
  • Clean UVs, normals, and deformation areas
  • Optimized geometry suitable for both rendering and real-time use

The finished owl must look like the supplied character-not a generic, realistic, or redesigned owl.
2. Complete Character Rig
The owl must have a professional, animator-friendly control rig.
The rig must provide direct control over:
Face and Head
  • Head and neck
  • Eyes and independent eye direction
  • Pupils and iris scale
  • Upper and lower eyelids
  • Blinks and winks
  • Brows or expressive eye shapes
  • Beak and jaw
  • Mouth and tongue where required
  • Facial expressions
  • Ear tufts

Body
  • Spine and torso
  • Chest and belly
  • Squash and stretch where appropriate
  • Body lean and weight shifts
  • Root and center-of-gravity control

Wings
  • Independent left and right wings
  • Wing folding and spreading
  • Wing-tip gestures
  • Primary and secondary feather groups
  • Feather fanning and overlap
  • FK and any appropriate assisted controls

Lower Body
  • Legs and feet
  • Individual or grouped talon controls
  • Ground contact
  • Foot placement
  • IK/FK functionality where appropriate
  • Perching and gripping poses

Tail and Feathers
  • Tail direction and fanning
  • Major feather-group controls
  • Ear-tuft and feather secondary motion
  • Manual control over any automated movement

Every major control must be clearly named and logically organized.
3. Modular Color and Material System
The character must support multiple branded owl identities from the same master model.
At minimum, the following regions should be independently adjustable:
  • Main body
  • Face
  • Chest and belly
  • Wings
  • Wing tips
  • Tail
  • Ear tufts
  • Eye iris
  • Eyelids
  • Beak
  • Feet and talons
  • Accent markings

The initial system must include tested presets for:
  • Blue owl
  • Green owl
  • Red owl

Color changes must not require repainting textures, duplicating the rig, or rebuilding the character.
Materials should be organized so future seasonal, promotional, metallic, or special-edition variations can be added efficiently.
4. Facial Expression and Speech System
The owl must communicate emotion clearly through its eyes, eyelids, beak, head, and face.
The system must support core expressions such as:
  • Neutral
  • Happy
  • Excited
  • Proud
  • Curious
  • Thinking
  • Confused
  • Concerned
  • Disappointed
  • Surprised
  • Skeptical
  • Frustrated
  • Warning
  • Tired
  • Playful

Expressions should be adjustable and, where practical, blendable.
The character must also support:
  • Beak opening and closing
  • Stylized speech movement
  • Basic visemes or equivalent speech shapes
  • Automated or hand-authored lip-sync workflows
  • Facial animation independent from body animation

The final solution should allow the owl to speak naturally without forcing human mouth anatomy onto the character.
5. Core Animation System
The initial animation library should focus on reusable product and brand behaviors rather than a massive list of isolated animations.
Required Animation Categories
Idle and Awareness
  • Neutral idle
  • Attentive or listening idle
  • Thinking or processing idle
  • Happy idle
  • Concerned idle
  • Natural blinking and gaze
  • Head tilts and observational movements

Communication
  • Speaking
  • Listening
  • Explaining
  • Pointing
  • Presenting
  • Nodding yes
  • Shaking no
  • Waving
  • Encouraging
  • Asking a question

Product Reactions
  • Starting a scan
  • Processing or analyzing
  • Scan complete
  • Scan unsuccessful
  • Score reveal
  • Positive-score reaction
  • Mixed-score reaction
  • Low-score or warning reaction
  • Comparing two or more products
  • Suggesting a better option
  • Success
  • Error
  • Try again

Emotional Reactions
  • Happy
  • Celebrating
  • Curious
  • Thinking
  • Confused
  • Surprised
  • Concerned
  • Disappointed
  • Supportive
  • Warning

Basic Movement
  • Standing
  • Walking or hopping
  • Turning
  • Takeoff
  • Hovering
  • Flying
  • Landing
  • Perching

The selected candidate will help determine the exact animation list, variations, and production priority.
6. Animation Architecture
Animations must be reusable, clearly named, and delivered as separate clips or actions.
The animation system should support:
  • Clean looping
  • Smooth transitions
  • Crossfading between states
  • Layered facial and body animation
  • Gaze control independent of the main animation
  • Blinking during other actions
  • Speaking while gesturing
  • Emotion layered over idle or speech
  • Left- and right-facing variations where needed
  • In-place and root-motion versions where appropriate

The owl should be able to transition naturally among states such as:
  • Idle to listening
  • Listening to thinking
  • Thinking to speaking
  • Speaking to a reaction
  • Reaction back to idle
  • Standing to takeoff
  • Flight to landing

The artist should establish consistent starting and ending poses so animations can blend without visible snapping.
7. Real-Time and GLB Requirements
The final GLB must be tested as a functional production asset-not only exported successfully from the source software.
The GLB must:
  • Load in modern browsers
  • Preserve the skeleton and approved animations
  • Preserve materials and color variations
  • Maintain correct scale and orientation
  • Work with Three.js and React Three Fiber
  • Support transparent rendering
  • Avoid missing textures or external dependencies
  • Avoid unsupported rig constraints
  • Be reasonably optimized for web and application use
  • Allow animations to be triggered individually by name

Any simulation, constraint, or procedural motion that cannot be exported must be baked into supported bones, shape keys, or animation data.
Required Deliverables
The final production handoff must include:
Master Assets
  • Rigged master Blender file
  • High-quality master model
  • Optimized real-time model
  • Approved lower-detail version if required
  • Blue, green, and red material presets
  • Complete UVs and texture-source files
  • Shape keys or blend shapes
  • Facial-expression controls
  • Speech or viseme controls
  • Feather and secondary-motion controls

Animation Assets
  • Approved core animation library
  • Separate, clearly named animation clips
  • Facial-expression presets
  • Pose library
  • Transition animations
  • Real-time optimized animation data
  • Animation manifest listing each clip and its intended use

Export Assets
  • GLB/glTF
  • FBX
  • Source texture files
  • Transparent-background animation previews
  • Still turntable renders
  • Rig demonstration video
  • Color-preset demonstration
  • Test files showing animations running in the target environment

Documentation
  • Rig-control guide
  • Material and color-editing guide
  • Animation naming guide
  • GLB export instructions
  • Instructions for creating new animations
  • Instructions for adding accessories
  • Instructions for adding new color variations
  • List of dependencies and known limitations

All project source files and custom scripts created specifically for the project must be included in the handoff.
Technical Quality Standards
The completed asset must demonstrate:
  • Clean topology
  • Reliable deformation
  • No broken or disconnected geometry
  • No visible wing or feather clipping during approved animations
  • No foot sliding during grounded movement
  • Clean eye and eyelid movement
  • Correct wing folding
  • Stable feather behavior
  • Consistent animation naming
  • Clean animation curves
  • Predictable animation transitions
  • Organized files and collections
  • No unexplained dependencies
  • Successful GLB playback in the actual target environment

The rig should be intuitive enough that a qualified animator can use it without reverse-engineering the setup.
Items to Discuss With the Selected Candidate
The following should be finalized collaboratively based on the candidate's technical approach and our implementation needs:
  • Final polygon budgets
  • Number and complexity of model LODs
  • Bone count and real-time performance limits
  • Bone-based versus geometry-based feather system
  • Shape keys versus joint-based facial animation
  • Exact viseme set and lip-sync workflow
  • Level of individual feather control
  • Physics-driven versus baked secondary motion
  • Exact launch animation list
  • Animation clip count by project phase
  • Animation frame rate
  • Root motion versus in-place movement
  • Runtime material-switching method
  • Accessory attachment system
  • Three.js and React Three Fiber integration approach
  • Mobile performance targets
  • File-size targets
  • Review schedule and animation approval batches

The candidate should explain the tradeoffs behind their recommended approach rather than simply selecting the most complex solution.
Candidate Value-Add Opportunities
A strong candidate may improve the project by proposing:
  • A simplified animator-facing control panel
  • A developer-facing control API
  • Procedural eye tracking
  • Procedural blinking
  • Runtime gaze targeting
  • Emotion-intensity controls
  • Animation state-machine recommendations
  • A reusable accessory socket system
  • A lightweight mobile model
  • Automated color-variant generation
  • Automated GLB export tools
  • Animation compression recommendations
  • A browser-based character test environment
  • Reusable animation layers
  • Better methods for managing feather performance
  • A scalable system for future owl personalities
  • Integration documentation for developers
  • A practical roadmap for expanding the animation library

These are not substitutes for the required deliverables. They are opportunities for the candidate to demonstrate technical leadership and improve long-term scalability.
Candidate Submission Requirements
Applicants should provide: