Character rigging and facial setup can become expensive without the cost being obvious at the beginning.

A character may look relatively simple during concept development or modeling. The real complexity often appears later, when the team needs facial animation, blendshapes, clean skinning, reliable body deformation, custom proportions, or engine integration.

By that point, the character is no longer just a model. It needs to move, speak, emote, deform correctly, and work within the technical pipeline of the game.

This is why the rigging path should be discussed before full character production begins. Character Creator or MetaHuman can reduce setup time for some characters, while others are safer and more efficient with a custom rigging approach.

The expensive mistake is making this decision too late.

The common production mistake

A common mistake is building the character first and thinking about rigging later.

The team may approve the concept, complete the model, create the textures, and only then define the actual animation requirements. At this stage, the character may suddenly need facial animation, blendshapes, clean body deformation, rig controls, animation tests, engine integration, or a custom technical setup.

Each new requirement can expose a problem in work that has already been approved.

The face topology may not support the required expressions. Parts of the head may need to be remodeled. Skinning problems can appear around the shoulders, elbows, mouth, or eyes. The proportions may not work with the intended skeleton, while the facial shapes may need to be rebuilt around a different setup.

In more difficult cases, the team may have to reconsider the entire rigging approach.

This is where the budget starts leaking. The model may look good, but it was not prepared for the production setup the game actually needs.

Volodymyr Liubchuk - Author
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Volodymyr Liubchuk | Creative Director & Production Lead, VSQUAD

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Why the rigging path should be discussed early

The Rig Affects the Model Before Rigging Begins

Character production is not only a visual task.

The design, topology, body proportions, facial structure, skeleton logic, deformation zones, blendshape requirements, and engine pipeline all affect how the character should be built. Decisions made during concept development and modeling can either support the rigging process or create additional work later.

3D game character topology and UV layout

Four Production Paths to Consider

Before the model goes too far into production, the team should determine which general path makes sense:

  1. Use Character Creator or MetaHuman as the production base when the character fits the system and the project benefits from its existing facial and body setup.
  2. Use a reusable body, skeleton, or animation structure when several characters share similar proportions and technical requirements.
  3. Simplify the facial setup when the game does not require a full range of expressions, complex dialogue animation, or cinematic close-ups.
  4. Build a custom rig and custom blendshapes when the character’s anatomy, style, deformation, or gameplay requirements cannot be supported safely by an existing system.

If Character Creator or MetaHuman is being considered, the design needs to fit that path early. If a custom setup is more appropriate, the topology and deformation zones should be planned for it from the start.

The important part is not choosing a particular tool as early as possible. It is understanding what the character will need before the team commits to a production direction.

When Character Creator or MetaHuman can save money

Where the Time Savings Come From

Character Creator and MetaHuman can reduce production time when the character fits their systems.

They provide a structured starting point for body rigging, facial setup, blendshape support, animation-ready topology, engine testing, and faster iteration. MetaHuman can be especially useful for realistic human characters in Unreal-based workflows, while Character Creator can support a wider range of human-based characters and production pipelines.

If the existing body rig, facial structure, blendshape support, and engine integration already cover most of the project’s needs, using that foundation can reduce both setup time and technical risk.

Which Characters Fit These Systems

These tools are most useful when the design remains close enough to human anatomy for the existing setup to work as intended. This may include realistic or semi-realistic humans, human-based NPCs, multiplayer characters, character classes, cinematic characters, and some stylized heroes.

A stylized character can also benefit from a ready-made system, but only if its proportions, facial structure, and deformation needs remain compatible with it.

The point is not to force every character into Character Creator or MetaHuman. It is to check whether either system can remove work that the team would otherwise have to build from the beginning.

MetaHuman character control rig shown in different poses in Blender

When custom rigging is the better choice

Designs That Need More Freedom

Character Creator and MetaHuman do not fit every character.

A custom approach is often safer when the design uses unusual body proportions, anime-style facial anatomy, chibi or super-deformed proportions, creature anatomy, extreme stylization, or highly specific facial features.

The same applies when the character requires unique gameplay animations, non-standard deformation, or integration with a pipeline that is not supported by the ready-made system.

When a Shortcut Becomes a Constraint

Trying to force this type of character into an existing framework can create more work than it saves.

The team may spend time correcting proportions that keep breaking the base setup, adapting facial features to unsuitable topology, or working around deformation problems caused by the skeleton. A ready-made tool then stops being a shortcut and becomes another technical limitation that the project has to manage.

A custom rig does require more work at the beginning. However, if the character clearly needs custom topology, custom blendshapes, or a unique control system, planning that work early is usually safer than rebuilding the setup later.

Custom character armature and mirrored bones in Blender

The real production question

The question is not simply:

“Can we rig this character?”

Almost any character can be rigged if the team has enough time and budget. The more useful question is:

“What is the smartest production path for this character before we spend money on modeling, blendshapes, rigging, animation, and engine testing?”

For one project, the answer may be to use Character Creator as a production base. For another, MetaHuman may provide the right foundation for a realistic Unreal character. A larger character set may benefit from a shared skeleton and reusable animation structure.

In other cases, the design should be adjusted before modeling, the facial animation requirements should be simplified, or the face topology should be prepared for specific blendshapes from the beginning.

3D character facial rig showing topology and expression controls

Some characters will still require a fully custom rig and facial setup. Choosing that path early does not necessarily make the character inexpensive, but it makes the cost more predictable and reduces the chance of paying for the same work twice.

This decision affects the budget, timeline, and production risk. It should not be left until the character is already finished.

What VSQUAD checks before production

Visual and Technical Requirements

Before full character production starts, VSQUAD can review the character from both visual and technical perspectives.

The review can cover:

  • the character design, body proportions, facial structure, and level of stylization;
  • topology requirements, deformation zones, skinning complexity, and expected blendshapes;
  • the animation range, facial performance, gameplay needs, and engine integration;
  • Unreal or non-Unreal pipelines, reusable body or skeleton options, technical limits, and the available budget.
3D character rig with skeleton and leg deformation test

Choosing the Production Path

This review helps determine whether Character Creator, MetaHuman, a reusable setup, or a fully custom rigging path is the better fit.

It can also reveal whether the design itself needs adjustment. A small change to the proportions, clothing, face, or animation requirements may allow the team to use a simpler and more reliable setup.

The goal is not to make every character cheaper. Some designs and animation requirements will always need custom work.

The goal is to avoid paying for technical problems that could have been identified before production started.

Why this matters for indie teams

For indie teams, rigging and facial animation can quietly become some of the most expensive parts of character production.

A character may begin as “just one model,” but the true cost appears when the team needs it to move, speak, emote, deform properly, and work correctly in the engine. These requirements are easy to underestimate because they are not always visible in the concept or a static render.

Planning the rigging path early helps the team decide how much facial animation is actually necessary and whether custom blendshapes will provide enough value. It also clarifies whether the character can use an existing system, whether the design needs to be adjusted, and where custom work is genuinely worth the cost.

A dialogue-heavy hero shown in close-up may justify a more advanced facial setup. A distant NPC with limited screen time may not need the same level of complexity. Treating both characters as if they have identical requirements wastes budget.

This does not reduce the project’s ambition. It helps the team spend money on the details players will actually see and experience.

Why this matters for larger character sets

Reuse Should Be Planned Before Modeling

The rigging path becomes even more important when a project includes multiple characters.

NPCs, enemies, skins, multiplayer characters, and character classes do not all need fully custom setups. Some may be able to share body logic, skeleton structures, animation sets, facial systems, or other parts of the production pipeline.

If several characters can share a setup, their models and designs should support that decision from the beginning.

Separate Shared and Custom Requirements

Other characters may have unique proportions or gameplay roles that require custom treatment. The important part is separating these groups before too many assets have been built.

Without a clear plan, the team may repeatedly solve the same technical problems, rebuild similar rigs, or discover that characters intended to share animations deform differently. This creates additional work and inconsistent quality across the character set.

A defined rigging strategy makes reuse more predictable while preserving custom work for the characters that genuinely need it.

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The result

The tool should follow the character design, animation requirements, and production pipeline.

Not the other way around.

When Character Creator or MetaHuman fits the project, it can reduce setup time and provide a tested foundation for rigging, facial animation, and engine integration. When a ready-made system does not fit, the team should know that before modeling goes too far.

Some characters need custom rigging. Some faces need custom blendshapes. Some designs should not be forced into existing systems.

The goal is simple:

Choose the rigging and facial setup path before full character production begins, so the team can avoid expensive technical surprises later.

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