About me
Julen Armendariz
I craft rigs that breathe life into characters and creatures, turning ideas into motion. Every joint, control, and deformation is designed with precision, so animators can explore, perform, and tell stories effortlessly
My work balances technical mastery with artistic vision, delivering rigs that are as intuitive as they are powerful.
Discover My
rigging journey
I started my journey in 3D rigging driven by curiosity and dedication. Over the years, I’ve grown into a professional rigger, continually learning and refining my craft to deliver precise, efficient, and reliable solutions.
Freelance rigging artist
Remote Work
2022-Today
Freelance rigging artist
Remote Work
2022-Today
Freelance rigging artist
Remote Work
2022-Today
Lead rigging artist
Naduku Games S.L
2020 - 2022
Lead rigging artist
Naduku Games S.L
2020 - 2022
Lead rigging artist
Naduku Games S.L
2020 - 2022
rigging artist
Verano Studio S.L.
2022 - Present
rigging artist
Verano Studio S.L.
2022 - Present
rigging artist
Verano Studio S.L.
2022 - Present
3D generalist
Solid Virtual S.L.
2019 - 2020
3D generalist
Solid Virtual S.L.
2019 - 2020
3D generalist
Solid Virtual S.L.
2019 - 2020
My core Tech Stack
I build with precision. Maya for flexible, professional rigs. Unreal for real-time testing and integration. Python for custom tools and automation. AdvancedSkeleton for fast, reliable character modular setups. Each tool supports how I rig, optimize, and deliver studio-quality animation-ready rigs

Maya
My main rigging playground, used to build, refine, and polish character rigs from skeleton setup to controllers and deformation. Maya gives me full control over both technical systems and animator-friendly designs.

Unreal / Unity
Where rigs face real-time tests. I use these engines to validate deformation, controllers, and animation setups, making sure everything built in Maya behaves perfectly in cinematic sequences, commercials, or interactive projects. Also Metahuman is now integrated inside Unreal

Unreal / Unity
Where rigs face real-time tests. I use these engines to validate deformation, controllers, and animation setups, making sure everything built in Maya behaves perfectly in cinematic sequences, commercials, or interactive projects.

Unreal / Unity
Where rigs face real-time tests. I use these engines to validate deformation, controllers, and animation setups, making sure everything built in Maya behaves perfectly in cinematic sequences, commercials, or interactive projects. Also Metahuman is now integrated inside Unreal

Python
The backbone of my rigging automation. I use Python to speed up repetitive tasks, customize rig setups, and create tools that make complex rigs faster to build and easier to manage.




From Model to Motion
“From first assessment to final delivery, I guide each rig through every step—ensuring it works smoothly, moves naturally, and gives animators exactly what they need
01.
Model Assessment
Before starting, I carefully analyze the 3D model to understand its topology, proportions, and animation requirements. This evaluation helps determine the appropriate skeleton structure, rig complexity, and any potential issues, ensuring the rig will perform efficiently from the very first step.
01.
Model Assessment
Before starting, I carefully analyze the 3D model to understand its topology, proportions, and animation requirements. This evaluation helps determine the appropriate skeleton structure, rig complexity, and any potential issues, ensuring the rig will perform efficiently from the very first step.

02.
base Skeleton setup
I create a precise joint and bone hierarchy aligned with the character or creature’s anatomy. Proper skeleton placement is essential for realistic movement and smooth deformations, forming the foundation upon which all controls and rigging systems will be built.
02.
base Skeleton setup
I create a precise joint and bone hierarchy aligned with the character or creature’s anatomy. Proper skeleton placement is essential for realistic movement and smooth deformations, forming the foundation upon which all controls and rigging systems will be built.

03.
Control & Skinning
This is the core of the rigging process. I build animator-friendly controls that are intuitive and accessible, connecting them to the skeleton through constraints, utility nodes, and custom connections. Each control is carefully set up to drive joints, deformers, and secondary motion systems. Skinning is applied meticulously, adjusting weights to ensure smooth deformations across all poses. Internal nodes, such as utility and blend nodes, are organized and linked to provide predictable behavior while allowing for flexibility and performance. This step also includes fine-tuning relationships between controllers, joints, and geometry so that the rig responds naturally under any animation scenario.
03.
Control & Skinning
This is the core of the rigging process. I build animator-friendly controls that are intuitive and accessible, connecting them to the skeleton through constraints, utility nodes, and custom connections. Each control is carefully set up to drive joints, deformers, and secondary motion systems. Skinning is applied meticulously, adjusting weights to ensure smooth deformations across all poses. Internal nodes, such as utility and blend nodes, are organized and linked to provide predictable behavior while allowing for flexibility and performance. This step also includes fine-tuning relationships between controllers, joints, and geometry so that the rig responds naturally under any animation scenario.
03.
Control & Skinning
This is the core of the rigging process. I build animator-friendly controls that are intuitive and accessible, connecting them to the skeleton through constraints, utility nodes, and custom connections. Each control is carefully set up to drive joints, deformers, and secondary motion systems. Skinning is applied meticulously, adjusting weights to ensure smooth deformations across all poses. Internal nodes, such as utility and blend nodes, are organized and linked to provide predictable behavior while allowing for flexibility and performance. This step also includes fine-tuning relationships between controllers, joints, and geometry so that the rig responds naturally under any animation scenario.
04.
Rig Refinement
I refine deformations, test secondary motions like jiggles or subtle muscle shifts, and optimize internal connections. Extensive testing in various poses ensures smooth, natural movement and reliable performance across all scenarios.
04.
Rig Refinement
I refine deformations, test secondary motions like jiggles or subtle muscle shifts, and optimize internal connections. Extensive testing in various poses ensures smooth, natural movement and reliable performance across all scenarios.
04.
Rig Refinement
I refine deformations, test secondary motions like jiggles or subtle muscle shifts, and optimize internal connections. Extensive testing in various poses ensures smooth, natural movement and reliable performance across all scenarios.
05.
Delivery Optimization
I finalize the rig by cleaning and organizing all nodes and connections, ensuring it runs efficiently in production. For game projects, I prepare and export the necessary files, like FBX, ready to integrate directly into the engine. Clear documentation is included so animators can immediately understand and use the rig.
05.
Delivery Optimization
I finalize the rig by cleaning and organizing all nodes and connections, ensuring it runs efficiently in production. For game projects, I prepare and export the necessary files, like FBX, ready to integrate directly into the engine. Clear documentation is included so animators can immediately understand and use the rig.


Hi
Hi
Let's CROSS PATHS
Let’s build something impactful together—whether it’s your brand, your website, or your next big idea.
About me
Julen Armendariz
I craft rigs that breathe life into characters and creatures, turning ideas into motion. Every joint, control, and deformation is designed with precision, so animators can explore, perform, and tell stories effortlessly
My work balances technical mastery with artistic vision, delivering rigs that are as intuitive as they are powerful.
Discover My
rigging journey
I started my journey in 3D rigging driven by curiosity and dedication. Over the years, I’ve grown into a professional rigger, continually learning and refining my craft to deliver precise, efficient, and reliable solutions.
Freelance rigging artist
Remote Work
2022-Today
Freelance rigging artist
Remote Work
2022-Today
Freelance rigging artist
Remote Work
2022-Today
Lead rigging artist
Naduku Games S.L
2020 - 2022
Lead rigging artist
Naduku Games S.L
2020 - 2022
Lead rigging artist
Naduku Games S.L
2020 - 2022
rigging artist
Verano Studio S.L.
2022 - Present
rigging artist
Verano Studio S.L.
2022 - Present
rigging artist
Verano Studio S.L.
2022 - Present
3D generalist
Solid Virtual S.L.
2019 - 2020
3D generalist
Solid Virtual S.L.
2019 - 2020
3D generalist
Solid Virtual S.L.
2019 - 2020
My core Tech Stack
I build with precision. Maya for flexible, professional rigs. Unreal for real-time testing and integration. Python for custom tools and automation. AdvancedSkeleton for fast, reliable character modular setups. Each tool supports how I rig, optimize, and deliver studio-quality animation-ready rigs

Maya
My main rigging playground, used to build, refine, and polish character rigs from skeleton setup to controllers and deformation. Maya gives me full control over both technical systems and animator-friendly designs.

Unreal / Unity
Where rigs face real-time tests. I use these engines to validate deformation, controllers, and animation setups, making sure everything built in Maya behaves perfectly in cinematic sequences, commercials, or interactive projects. Also Metahuman is now integrated inside Unreal

Unreal / Unity
Where rigs face real-time tests. I use these engines to validate deformation, controllers, and animation setups, making sure everything built in Maya behaves perfectly in cinematic sequences, commercials, or interactive projects.

Unreal / Unity
Where rigs face real-time tests. I use these engines to validate deformation, controllers, and animation setups, making sure everything built in Maya behaves perfectly in cinematic sequences, commercials, or interactive projects. Also Metahuman is now integrated inside Unreal

Python
The backbone of my rigging automation. I use Python to speed up repetitive tasks, customize rig setups, and create tools that make complex rigs faster to build and easier to manage.




From Model to Motion
“From first assessment to final delivery, I guide each rig through every step—ensuring it works smoothly, moves naturally, and gives animators exactly what they need
01.
Model Assessment
Before starting, I carefully analyze the 3D model to understand its topology, proportions, and animation requirements. This evaluation helps determine the appropriate skeleton structure, rig complexity, and any potential issues, ensuring the rig will perform efficiently from the very first step.
01.
Model Assessment
Before starting, I carefully analyze the 3D model to understand its topology, proportions, and animation requirements. This evaluation helps determine the appropriate skeleton structure, rig complexity, and any potential issues, ensuring the rig will perform efficiently from the very first step.

02.
base Skeleton setup
I create a precise joint and bone hierarchy aligned with the character or creature’s anatomy. Proper skeleton placement is essential for realistic movement and smooth deformations, forming the foundation upon which all controls and rigging systems will be built.
02.
base Skeleton setup
I create a precise joint and bone hierarchy aligned with the character or creature’s anatomy. Proper skeleton placement is essential for realistic movement and smooth deformations, forming the foundation upon which all controls and rigging systems will be built.

03.
Control & Skinning
This is the core of the rigging process. I build animator-friendly controls that are intuitive and accessible, connecting them to the skeleton through constraints, utility nodes, and custom connections. Each control is carefully set up to drive joints, deformers, and secondary motion systems. Skinning is applied meticulously, adjusting weights to ensure smooth deformations across all poses. Internal nodes, such as utility and blend nodes, are organized and linked to provide predictable behavior while allowing for flexibility and performance. This step also includes fine-tuning relationships between controllers, joints, and geometry so that the rig responds naturally under any animation scenario.
03.
Control & Skinning
This is the core of the rigging process. I build animator-friendly controls that are intuitive and accessible, connecting them to the skeleton through constraints, utility nodes, and custom connections. Each control is carefully set up to drive joints, deformers, and secondary motion systems. Skinning is applied meticulously, adjusting weights to ensure smooth deformations across all poses. Internal nodes, such as utility and blend nodes, are organized and linked to provide predictable behavior while allowing for flexibility and performance. This step also includes fine-tuning relationships between controllers, joints, and geometry so that the rig responds naturally under any animation scenario.
03.
Control & Skinning
This is the core of the rigging process. I build animator-friendly controls that are intuitive and accessible, connecting them to the skeleton through constraints, utility nodes, and custom connections. Each control is carefully set up to drive joints, deformers, and secondary motion systems. Skinning is applied meticulously, adjusting weights to ensure smooth deformations across all poses. Internal nodes, such as utility and blend nodes, are organized and linked to provide predictable behavior while allowing for flexibility and performance. This step also includes fine-tuning relationships between controllers, joints, and geometry so that the rig responds naturally under any animation scenario.
04.
Rig Refinement
I refine deformations, test secondary motions like jiggles or subtle muscle shifts, and optimize internal connections. Extensive testing in various poses ensures smooth, natural movement and reliable performance across all scenarios.
04.
Rig Refinement
I refine deformations, test secondary motions like jiggles or subtle muscle shifts, and optimize internal connections. Extensive testing in various poses ensures smooth, natural movement and reliable performance across all scenarios.
04.
Rig Refinement
I refine deformations, test secondary motions like jiggles or subtle muscle shifts, and optimize internal connections. Extensive testing in various poses ensures smooth, natural movement and reliable performance across all scenarios.
05.
Delivery Optimization
I finalize the rig by cleaning and organizing all nodes and connections, ensuring it runs efficiently in production. For game projects, I prepare and export the necessary files, like FBX, ready to integrate directly into the engine. Clear documentation is included so animators can immediately understand and use the rig.
05.
Delivery Optimization
I finalize the rig by cleaning and organizing all nodes and connections, ensuring it runs efficiently in production. For game projects, I prepare and export the necessary files, like FBX, ready to integrate directly into the engine. Clear documentation is included so animators can immediately understand and use the rig.


Hi
Hi
Let's CROSS PATHS
Let’s build something impactful together—whether it’s your brand, your website, or your next big idea.
About me
Julen Armendariz
I craft rigs that breathe life into characters and creatures, turning ideas into motion. Every joint, control, and deformation is designed with precision, so animators can explore, perform, and tell stories effortlessly
My work balances technical mastery with artistic vision, delivering rigs that are as intuitive as they are powerful.
Discover My
rigging journey
I started my journey in 3D rigging driven by curiosity and dedication. Over the years, I’ve grown into a professional rigger, continually learning and refining my craft to deliver precise, efficient, and reliable solutions.
Freelance rigging artist
Remote Work
2022-Today
Freelance rigging artist
Remote Work
2022-Today
Freelance rigging artist
Remote Work
2022-Today
Lead rigging artist
Naduku Games S.L
2020 - 2022
Lead rigging artist
Naduku Games S.L
2020 - 2022
Lead rigging artist
Naduku Games S.L
2020 - 2022
rigging artist
Verano Studio S.L.
2022 - Present
rigging artist
Verano Studio S.L.
2022 - Present
rigging artist
Verano Studio S.L.
2022 - Present
3D generalist
Solid Virtual S.L.
2019 - 2020
3D generalist
Solid Virtual S.L.
2019 - 2020
3D generalist
Solid Virtual S.L.
2019 - 2020
My core Tech Stack
I build with precision. Maya for flexible, professional rigs. Unreal for real-time testing and integration. Python for custom tools and automation. AdvancedSkeleton for fast, reliable character modular setups. Each tool supports how I rig, optimize, and deliver studio-quality animation-ready rigs

Maya
My main rigging playground, used to build, refine, and polish character rigs from skeleton setup to controllers and deformation. Maya gives me full control over both technical systems and animator-friendly designs.

Unreal / Unity
Where rigs face real-time tests. I use these engines to validate deformation, controllers, and animation setups, making sure everything built in Maya behaves perfectly in cinematic sequences, commercials, or interactive projects. Also Metahuman is now integrated inside Unreal

Unreal / Unity
Where rigs face real-time tests. I use these engines to validate deformation, controllers, and animation setups, making sure everything built in Maya behaves perfectly in cinematic sequences, commercials, or interactive projects.

Unreal / Unity
Where rigs face real-time tests. I use these engines to validate deformation, controllers, and animation setups, making sure everything built in Maya behaves perfectly in cinematic sequences, commercials, or interactive projects. Also Metahuman is now integrated inside Unreal

Python
The backbone of my rigging automation. I use Python to speed up repetitive tasks, customize rig setups, and create tools that make complex rigs faster to build and easier to manage.




From Model to Motion
“From first assessment to final delivery, I guide each rig through every step—ensuring it works smoothly, moves naturally, and gives animators exactly what they need
01.
Model Assessment
Before starting, I carefully analyze the 3D model to understand its topology, proportions, and animation requirements. This evaluation helps determine the appropriate skeleton structure, rig complexity, and any potential issues, ensuring the rig will perform efficiently from the very first step.
01.
Model Assessment
Before starting, I carefully analyze the 3D model to understand its topology, proportions, and animation requirements. This evaluation helps determine the appropriate skeleton structure, rig complexity, and any potential issues, ensuring the rig will perform efficiently from the very first step.

02.
base Skeleton setup
I create a precise joint and bone hierarchy aligned with the character or creature’s anatomy. Proper skeleton placement is essential for realistic movement and smooth deformations, forming the foundation upon which all controls and rigging systems will be built.
02.
base Skeleton setup
I create a precise joint and bone hierarchy aligned with the character or creature’s anatomy. Proper skeleton placement is essential for realistic movement and smooth deformations, forming the foundation upon which all controls and rigging systems will be built.

03.
Control & Skinning
This is the core of the rigging process. I build animator-friendly controls that are intuitive and accessible, connecting them to the skeleton through constraints, utility nodes, and custom connections. Each control is carefully set up to drive joints, deformers, and secondary motion systems. Skinning is applied meticulously, adjusting weights to ensure smooth deformations across all poses. Internal nodes, such as utility and blend nodes, are organized and linked to provide predictable behavior while allowing for flexibility and performance. This step also includes fine-tuning relationships between controllers, joints, and geometry so that the rig responds naturally under any animation scenario.
03.
Control & Skinning
This is the core of the rigging process. I build animator-friendly controls that are intuitive and accessible, connecting them to the skeleton through constraints, utility nodes, and custom connections. Each control is carefully set up to drive joints, deformers, and secondary motion systems. Skinning is applied meticulously, adjusting weights to ensure smooth deformations across all poses. Internal nodes, such as utility and blend nodes, are organized and linked to provide predictable behavior while allowing for flexibility and performance. This step also includes fine-tuning relationships between controllers, joints, and geometry so that the rig responds naturally under any animation scenario.
03.
Control & Skinning
This is the core of the rigging process. I build animator-friendly controls that are intuitive and accessible, connecting them to the skeleton through constraints, utility nodes, and custom connections. Each control is carefully set up to drive joints, deformers, and secondary motion systems. Skinning is applied meticulously, adjusting weights to ensure smooth deformations across all poses. Internal nodes, such as utility and blend nodes, are organized and linked to provide predictable behavior while allowing for flexibility and performance. This step also includes fine-tuning relationships between controllers, joints, and geometry so that the rig responds naturally under any animation scenario.
04.
Rig Refinement
I refine deformations, test secondary motions like jiggles or subtle muscle shifts, and optimize internal connections. Extensive testing in various poses ensures smooth, natural movement and reliable performance across all scenarios.
04.
Rig Refinement
I refine deformations, test secondary motions like jiggles or subtle muscle shifts, and optimize internal connections. Extensive testing in various poses ensures smooth, natural movement and reliable performance across all scenarios.
04.
Rig Refinement
I refine deformations, test secondary motions like jiggles or subtle muscle shifts, and optimize internal connections. Extensive testing in various poses ensures smooth, natural movement and reliable performance across all scenarios.
05.
Delivery Optimization
I finalize the rig by cleaning and organizing all nodes and connections, ensuring it runs efficiently in production. For game projects, I prepare and export the necessary files, like FBX, ready to integrate directly into the engine. Clear documentation is included so animators can immediately understand and use the rig.
05.
Delivery Optimization
I finalize the rig by cleaning and organizing all nodes and connections, ensuring it runs efficiently in production. For game projects, I prepare and export the necessary files, like FBX, ready to integrate directly into the engine. Clear documentation is included so animators can immediately understand and use the rig.


Hi
Hi
Let's CROSS PATHS
Let’s build something impactful together—whether it’s your brand, your website, or your next big idea.