3D Creature Animator & Rigger
Specialising in Quadrupeds, Dragons and Bipeds.Commissions: Open
I’m a 3D generalist creature animator and rigger with 4 years of experience, specialising in avian animals, with additional experience in bipeds and quadrupeds.
I focus on creating smooth and expressive motion alongside clean and pipeline-ready rigs to fit all needs.
| Service | Price | Deadline |
|---|---|---|
| Cyclic | $30-65 | Up to 1 week. |
| Custom | $65-120 | Up to 2 weeks. |
| Cutscene | $200+ | Up to a month+. |
| Service | Price | Deadline |
|---|---|---|
| Simplistic | $50-65 | Up to 1 week. |
| Standard | $100-150 | Up to 1.5-2 weeks. |
| Advanced | $250+ | Up to 3 weeks. |
Please keep in mind:
All services are non-refundable once work has begun. Deposits may be refundable only if work has not started.
Payment must be made via PayPal (Friends & Family). Alternate payment methods or payment plans may be discussed prior to commissioning.
All services require a 30% upfront payment.
Clients are expected to communicate clearly and consistently throughout the commission. Any information that will impact the animation or rig must be disclosed in advance or as soon as possible.
Inappropriate behaviour, including harassment, insults, excessive hostility or anything of that nature will not be tolerated. Professionalism is expected from both parties at all times.
All payments are non-refundable once work has begun.Payments are accepted via PayPal (Friends & Family) or DevEx, unless otherwise agreed upon in advance.All services require a 30% upfront payment.
I will only receive, send and work with Blend files. I also will not be importing any animations of mine to any game engines.
No files will be delivered until full payment has been received.
If a commission is cancelled by the client after completing half or more of the work, a 35% cancellation fee applies based on their original quote. Cancellation fees do not apply if I cancel the commission.Failure to pay cancellation fees will result in blacklisting.
All provided models must have workable topology. Issues related to mesh quality cannot always be identified prior to rigging and will not be entitled to a refund.
Rigs for animation must include IK (Inverse Kinematics) on all limbs unless otherwise discussed.
Any major change requests will result in a price increase. (Example: Walk cycle -> Limping cycle.)
I work Monday–Friday, 5pm–7/10pm (GMT).
I reserve the right to decline or cancel any commission.Please note: By submitting a commission request, you confirm that you have read and agree to these Terms of Service.





Cycle Animations
Cycles are loopable animations that cover core movement types such as walking, running, idling and similar actions.Typically lower-cost than custom or cutscene work.Examples showcased include walking, running and flight.
Custom Animations
Custom animations are made-to-order and are created around the specific request. This includes actions such as attacks, emotes, abilities or any movement that falls outside of standard cyclic animations.Pricing varies based on complexity and length.Examples showcased include flight, roaring and yawning/fatigued.
Cutscene Animations
Cutscene animations are fully rendered, non-game animations designed as cinematic shots or short scenes. They are typically used for character introductions or showcases and do not include SFX.Higher-cost due to rendering, scene setup, and polish.Examples showcased include short personal work scenes.
Simplistic Rigging
Simple rigs are built for basic animation.
They include IK controls with optional stretch-to and a limited bone count between 40-70 to keep the rig clean and accessible.This rig is ideal for simple cycles and poses but is not cleared for complex or facial animation.
Standard Rigging
Standard rigs are designed for flexible, higher-quality animation. They include IK/FK, stretch-to, action controllers and limited facial rigging (eyes).This rig is made for complex movement and expressive animation, but not for advanced facial motion or heavy deformation.
Advanced Rigging
Advanced rigs provide maximum control and include full facial rigging, IK/FK, drivers, action controllers, stretch systems and shape keys.They are best suited for complex animation and facial motion. They are primarily used for cinematic or showcase work rather than games and assets that require heavy optimisation.