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Character Rigging for VR and AR


Production-ready character rigging for XR experiences, with facial and body systems built for real-time pipelines, digital humans, avatars, and interactive environments in Unreal, Unity, and related workflows.

Character rigging for XR

Built for real-time characters that need to hold up in immersive scenes

XR projects ask a character to do more than look good in a still frame. It has to read clearly in motion, stay stable under performance limits, and move cleanly across the pipeline from rigging to animation to optimisation. That is where our character rigging work is most useful: we create the technical backbone for digital humans, avatars, creatures, and other performance-driven assets that need to behave reliably in real-time contexts.

Mimic Productions brings together facial rigging and body rigging as part of a production-ready character pipeline. Our facial rigging work is built on blend-shape systems shaped around actor expression scans, with wrinkle maps used where added facial detail is needed. For body systems, we build rigs that can support humans, animals, and mythical forms while remaining controllable for demanding poses and animation use. We also develop character rigging and animation rigging optimised for game engines such as Unreal and Unity, which makes the handoff more practical for teams building XR, AR, VR, and mixed-reality content.

Production challenges

Common rigging problems in XR

XR teams usually need rigs that survive real-time constraints as well as close-up scrutiny.

01

Expressions lose clarity in headset views

In immersive scenes, small facial changes matter. If the rig is too limited, expressions flatten out and the character stops reading as present.

03

Animation handoff becomes harder than expected

If the rig is not built with the target engine or delivery workflow in mind, animators and technical teams can end up spending time fixing avoidable problems.

02

Performance budgets leave little room for heavy assets

XR work often requires careful control of geometry and rig complexity, so the character has to stay usable without sacrificing the key facial and body motions.

What your team gets

What our rigging work helps XR teams achieve

01

Natural facial performance

Blend-shape facial rigs support subtle expression and character-specific facial movement.

02

Stable full-body motion

Body rigs are designed to handle demanding poses while keeping movement controlled.

03

Real-time readiness

Rigs can be prepared with Unreal and Unity use in mind for practical downstream work.

04

Scope that matches the brief

We can adapt the rig to the performance needs and avoid unnecessary complexity.

Capabilities and deliverables

Rigging capabilities we apply to XR production

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- Facial rigging

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- Blend-shape facial systems

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- Wrinkle maps

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- Body rigging

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- Full-body rigging

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- Character rigging

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- Creature rigging

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- Animation rigging for Unreal and Unity

Production approach

How we approach XR character rigging

Our approach starts with the intended use of the character, not with a fixed template.

For XR buyers, the real question is not only whether a character can be rigged, but whether it can be used well after the handoff. That means thinking about expression range, deformation quality, performance budgets, and how the asset will be animated in your scene. We can tailor the rig to the needs of the project, from a lighter facial setup to more detailed film-quality systems, and advise on what is essential when time or budget is limited. The result is a rig that supports believable performance without asking your team to rebuild the character later.

Explore our Character Rigging services and XR production.

Related production services: 3D Animation for XR · Motion Capture for XR · Character Rigging for Holograms.

Selected Mimic projects

Explore our production experience

How we work

Typical project flow

01

Define the target use


We start with the XR format, platform constraints, and how the character needs to perform in scene.

02

Choose the right rig type


Depending on the brief, we shape the facial system, body setup, or full character rig around the performance needs.

03

Build and refine


Blend-shapes, wrinkle maps, and body controls are developed and adjusted to support realistic movement and usability.

04

Prepare for handoff


We align the rig with the intended workflow so the asset is easier to animate and integrate downstream.

Frequently asked questions

XR rigging FAQs

Q.1 What kind of XR projects is this service suited to?


It is suited to real-time character work where facial expression, body motion, and production readiness all matter. That can include digital humans, avatars, creatures, and other performance-led assets intended for immersive environments, virtual experiences, or interactive scenes.

Q.2 Can you build both facial and body systems?


Yes. Facial rigging and body rigging are core parts of our service. We can build them separately or as a combined character pipeline, depending on how the asset will be used and how much control the animation team needs.

Q.3 Do you work with Unreal and Unity pipelines?


Our rigging services include character rigging and animation rigging optimised for game engines like Unreal and Unity. The goal is to make the handoff more practical for real-time production rather than treating rigging as a separate offline step.

Q.4 How detailed can the facial rig be?


Blend-shape facial rigs can range from lighter entry-level setups to more detailed film-quality systems. We also use wrinkle maps when extra facial depth is needed. The final scope depends on the performance brief and the production priorities.

Q.5 Can you rig creatures as well as humans?


Yes. Our body rigging covers humans, animals, and mythical creatures, with rigs designed to handle extreme poses while keeping motion believable and anatomically controlled.

Q.6 What do you need to quote character rigging for VR and AR?


Send the model, required poses and facial expressions, and the destination pipeline, together with the deadline and any existing assets. Name the headset or device, engine and interaction requirements so the asset budget reflects the actual deployment. The work involved depends on character anatomy, facial expression range, deformation work and engine requirements. Confirm the deliverables and review stages in the proposal so the quote covers the work your team actually needs.


Frequently asked questions

XR rigging FAQs

For VR and AR, character rigging scope depends on character anatomy, facial expression range, deformation work and engine requirements. Send the model, required poses and facial expressions, and the destination pipeline. Name the headset or device, engine and interaction requirements so the asset budget reflects the actual deployment.

Discuss Your VR and AR Project

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