Services

Rigs built to survive performance, review and retarget.

We work on one part of the pipeline and we work on it properly: the skeletal, muscular and facial architecture that decides whether a digital human reads as a person or as geometry.

Muscle-skeletal body rigs

Joint placement derived from skeletal landmarks, not eyeballed pivots. Layered muscle and fascia deformation drives skin sliding, volume preservation and tendon definition through full range of motion.

  • Anatomical joint plan with documented orientation conventions
  • Muscle and corrective layers for shoulders, spine, hips and hands
  • Range-of-motion test suite delivered with the rig

ARKit-native facial systems

Facial rigs authored so the 52 ARKit shapes are a first-class output rather than a conversion. Performance from Live Link Face or a head-mounted camera lands as clean, animator-editable curves.

  • Full ARKit blendshape set plus studio-specific correctives
  • Jaw, tongue, eyelid and lip-roll mechanics
  • Solve-to-rig calibration per actor

MetaHuman extension & integration

We extend MetaHuman bases with custom deformation, additional poses and your control conventions while staying compatible with Unreal's animation, LOD and grooming systems.

  • Custom body and face deltas on a MetaHuman base
  • Control Rig setup for animators in engine
  • LOD-safe deformation budgets

Real-time deformation budgeting

High-fidelity deformation baked down to skinning and correctives that hold up inside an engine frame budget, matched to the offline result within an agreed tolerance.

  • Bake-down from muscle sim to skin plus correctives
  • Per-platform joint and shape counts
  • Visual diff reports against the reference rig

Pipeline & rig automation

Rig builders, naming enforcement, publish steps and validation checks so the twentieth character costs less than the first and every asset arrives in the same shape.

  • Modular rig build scripts with versioned modules
  • Automated validation before publish
  • Retarget templates across your character library

Rig audits & rescue work

An inherited rig that breaks under animation, fails retarget, or fights the engine. We diagnose, document what is structurally wrong, and either repair or rebuild the offending layer.

  • Written audit with prioritised defects
  • Targeted repair without re-animating existing shots
  • Handoff notes for your internal team
Facial detail

Fifty-two shapes is the interface, not the craft.

ARKit gives everyone the same vocabulary. What separates a face that acts from one that twitches is how those shapes are sculpted, how they combine, and which correctives fire when three of them overlap on a single brow.

We sculpt shapes on the character's own anatomy, test combination space systematically, and calibrate against real captured takes from your actor — so the data your solver produces drives expressions that belong to that character.

Discuss a facial build
Grid of digital human facial expression targets on a studio monitor, one highlighted
How we work

Four gates, each with something you can review in motion.

  1. 01

    Scope & rig spec

    We review the mesh, the animation source and the target engine, then write a rig specification: joint counts, deformation approach, control conventions, deliverable list and review gates.

  2. 02

    Skeleton & deformation pass

    Skeleton, skinning and muscle layers built and tested against a standard range-of-motion set plus your own hardest poses. You review in motion, not in T-pose.

  3. 03

    Facial pass

    Facial mechanics, ARKit shape set and correctives, calibrated against captured performance from your actor and camera setup.

  4. 04

    Integration & handoff

    Engine import, Control Rig setup, budget verification, and a written handoff document with scripts, conventions and known limits.

Tell us the character and the engine.

We will come back with a rig specification, a milestone plan and a fixed price — usually within two working days.