Job Description

NantWorks (the “Company”) is the parent company of various private and public entities that are changing how we work, live and play. We focus on three main categories: life sciences; energy & renewables; and media & technology. We invest in strategies that improve our core capabilities and in brand new industries, poised to change mankind for the better. By capturing tomorrow’s opportunities through scientific processes and entrepreneurial philosophies, we are at the forefront of emerging high-growth technologies across a wide range of industries.

The Company is a mandatory vaccination employer for COVID-19 and its variants. The Company requires that its employees be fully vaccinated as of their start date. If you require a medical or religious accommodation we will engage in the interactive process with you. Proof of vaccination will be required prior to start. If we make you an offer and you are not yet vaccinated, we will accommodate a delay in start date. The Company may also mandate that its employees receive vaccine boosters, and all accommodation laws will be followed.

NantStudios is looking for a one-stop shop artist that excels in all facets of rigging. This position requires someone to design the skeletal frameworks and control rigs for any type of character, defining how they move within a frame of action. Needs to be proficient in Maya and UE5 to create next level animation rigs for feature and television final content and has the ability to create believable movement that abides by the laws of anatomy, physics, and real-world experiences in a virtual environment. Riggers work closely with Modelers and Animators to develop and refine rigs that meet the specific requirements of a modern Real-time VFX pipeline.

Essential Functions

  • Create fully scripted rigs and refine them according to animation and lighting needs.
  • Prototype, implement and refine puppet (skeleton), cloth (deformer based) or mechanical rigs.
  • Create both traditional DCC and real-time engine-based rigs (UE5 Control Rig)
  • Create advanced body, vehicle, and prop rigs for NantStudios Real-time Art Department.
  • Troubleshoot and fix rig issues, collect artistic feedback and fine tune rig behavior.
  • Become a proficient user and contributor of the extensive rigging toolset.
  • Research and develop new tools for real time-animation development and real-time rigging solutions.
  • Work within the pipeline and be responsible for creating rigging standards.
  • Meet delivery deadlines under production constraints and timelines.
  • Create facial shader networks and animation blueprints necessary to create a completed character in game engine.

Requirements

  • Background in computing such as degree-level education, advanced computer certifications, or able to demonstrate strong learnt computing skills across systems and networking.
  • 5+ years Maya and Unreal Game engine.
  • Maya rigging (full body/facial)
  • Unreal Rigging and Animation blueprint experience a plus.
  • A passion for creating photo-real characters and the requisite attention to detail.
  • Advanced understanding of Python, GUI, and Blueprint scripting.
  • Experience with full scripted modular/functional rigging.
  • A passion for new software and R&D pushes.
  • Experience working with motion capture and how these interfaces with a traditional rigging pipeline.
  • Analytical and artistic skills, creativity and visual problem solving.
  • Teamwork, communication and time management skills.
  • Basic knowledge of anatomy for bipeds and quadrupeds, skeletons and muscles.
  • A good understanding of bone-based deformation solutions how they work and their limitations. The ability to thin creatively when rigging for real-time.
  • Understanding of at least one traditional DCC package (Maya, Blender, Houdini)
  • Strong understanding of Unreal Engine, or equivalent Real-time Game Engine (at least 3 years)
  • Facial anatomy, realistic eye and mouth rigs, FACS blend shape breakdowns
  • Life drawing or organic modeling especially human anatomy
  • Basic knowledge of dynamics (Xgen, Chaos Cloth, Niagara Particle etc.)
  • Strong background in math, especially matrix math and geometry algorithms
  • C or C++ programming a plus
  • Experience with body motion capture: rig hookups, offset rigs, re-targeting etc.

Salary Range

$62.50 – $75.00 USD per hour

Duration of project 1 month.

This is the pay range the Company reasonably expects to pay for this position at the time of this posting. Compensation will be determined based on the skills, qualifications, and experience of the applicant along with the requirements of the position.