Low poly characters: rigging and animation
One clean rig for a whole cast. Bodies can be slim or round, the bones and their names stay the same, so an Idle or a wave is animated once and plays on every character.
One rig for many characters
The same skeleton and bone names on every body, so animations and gestures transfer without re-keying each character.
Skinning that bends cleanly
Automatic weights as a start, then elbows, shoulders and knees checked in motion. Accessories like hats and props ride on their bone.
Idle, gestures and short actions
Looping Idle, waves and greetings, plus one-off actions such as catching an object or a stamp hit, timed for the scene.
AI and kitbash meshes made riggable
Meshes from generators or asset packs brought to a topology that deforms: joints with edge loops, closed shapes, sensible density.
Demo: two bodies, one rig
The clip above is a demo built for this page in Blender. A slim character and a round snowman in a conductor cap are built from the same joint layout, so their armatures have identical bones. Both are skinned with automatic weights and then driven by the same two actions: an Idle breathing loop and a wave.
Nothing in the clip is keyed per character. The snowman waves with exactly the keys the slim character uses, which is what makes a cast of twelve characters cheap to animate: the work goes into one rig and one set of motions.
The middle picture shows the skinning: each vertex is coloured by the bones that move it, so you can see where the shoulder hands over to the upper arm and where the spine blends into the chest.
How we work
You send the characters (sketches, a generated mesh or a finished model) and the list of motions. I rig one character first and send a short clip, so you see the deformation and the timing before the rest of the cast. Delivery as .blend and FBX for Unity or Unreal. Communication in writing, in your time zone.