Unity 3d Character Animator (rigging, Ik, Technical Animation)

January 11, 2026

No location

Part-time

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Descripción

Job Description


Overview
We are hiring a 3D character animator for a paid test assignment to evaluate animation quality, technical execution, and Unity integration before moving forward with a full or part time position working with a much larger animation library.

Required Technical Skills
Applicants must demonstrate solid experience with:
- 3D character animation (realistic, performance-driven)
- 3ds Max Biped rigs (or clearly explain an alternative workflow)
- Clean looping animations and smooth blending
- Upper-body animation that layers cleanly over idles
- Unity animation setup (Animator Controller, clip setup, basic state transitions)
- Organized delivery with clear naming conventions
Nice to have (not required):
- Mocap capabilities, cleanup, and enhancement
- IK-assisted animation workflows

To Apply, Please Include:
- Character animation samples (not environment-only work)
- Brief explanation of your Unity animation workflow

Final Output Requirements
- Properly configured clips (looping, root motion as appropriate)
- Import and set up all animations in Unity
- Animator Controller with basic states and transitions
- Clean, usable setup ready for in-project testing
- Unity scene or package demonstrating working animation setup
- Consistent, descriptive naming convention

Character & Style

Character

Rig

Style

Context

Test Deliverables (Scope of Work)

1. Mesh / Rig Prep (Light Touch)

only if required
- No full re-rig or character redesign expected

2. Greeting Animation Sequence (Core Test)
Deliver a short, camera-facing interaction broken into three animation clips:

Waiting Idle (Looping)

1–2 seconds

Arms behind back, hands crossed

Slight forward lean, subtle idle motion

Head tilted, looking toward approaching camera

Welcome Gesture

1–2 seconds

Opens arms slightly, presenting the space

Confident and natural (not theatrical)

Self-Introduction Gesture

2–3 seconds

Hand to chest with a small bow

Followed by a friendly gesture toward the camera

3. General Idles (Looping)
Provide two distinct idle animations :
- Idle A – Listening Alert posture, focused on the camera Occasional nods acknowledging an unseen speaker
- Idle B – Excited Talking Lively upper-body motion Expressive arm and hand gestures reinforcing speech
Each idle must loop cleanly and feel natural.

Evaluation Criteria
- Animation quality and performance realism
- Technical cleanliness (loops, blending, Unity setup)
- Communication skills, reliability, and efficiency
Strong results will lead directly to a larger, long-term animation contract.