Cartoon Shopping Bag 3D Animation

GBP 20–250

OpenListed onFreelancer.com
Fixed

About the project

3D MASCOT MODELLING, RIGGING & ANIMATION REQUIREMENTS SOFTWARE: Blender DELIVERY: GLB / glTF 2.0 1. PROJECT OVERVIEW We require a professional 3D modeller, rigger and animator to recreate an existing shopping bag mascot as a fully articulated, expressive 3D character. Front, rear, side and additional reference artwork will be supplied. The mascot will operate within an Ubuntu-based AI system supporting live speech, customer tracking, facial expressions and gestures. The model must support independent real-time movement and animation, not just static poses or pre-rendered video. 2. CHARACTER APPEARANCE Accurately reproduce the reference artwork: - White shopping bag body and two flexible handles. - Red-and-white baseball cap featuring the brand logo. - Expressive blue eyes and black eyebrows. - Small white nose. - Animated mouth with teeth and tongue. - Black arms and white cartoon gloves. - Five articulated fingers per hand. - Black legs and red-and-white trainers. - The brand logo on the bag and cap. Model all sides accurately. Approximate reference dimensions: 193 cm tall and 90 cm wide. Brand logos must remain replaceable. 3. BODY FLEXIBILITY Create a deformable body with appropriate geometry, bones and weight painting. Movements: lean forwards/backwards/sideways, twist, bend, subtle squash/stretch, idle sway, breathing and expressive body reactions. Maintain the recognisable bag shape during animation. 4. ARMS, HANDS AND FINGERS Both arms require independent shoulder, elbow and wrist controls. Movements: raising, lowering, rotating, waving, pointing and natural conversational gestures. Each hand requires independently articulated thumbs and four fingers. Gestures: open hand, fist, thumbs-up, pointing, counting, waving, beckoning, presenting and holding objects. Finger movement must be smooth without visible distortion. 5. LEGS AND FEET Provide hip, knee, ankle, foot and forefoot controls. Animations: walking forwards/backwards, turning, side-stepping, weight shifting, jumping, dancing and standing naturally. Include IK controls for convenient animation. Trainers must be complete 3D objects. 6. EYES AND EYEBROWS Both eyes must move independently. Support looking in all directions, tracking targets, blinking, winking, squinting, widening and maintaining eye contact. Eye direction must be programmable from Godot using external customer-position data. Eyebrows must move independently, including raising, lowering, tilting and inner/outer movement. Support happiness, surprise, confusion, concentration and cheeky expressions. 7. NOSE AND EARS Model the small white nose with appropriate facial attachment and optional subtle movement. Ears are not present in the reference and are not required. Any optional ears must be removable and independently controllable. 8. MOUTH AND REAL-TIME LIP-SYNC The mouth must support continuous AI-generated speech, including a Scottish accent. Include upper/lower mouth edges, corners, interior, teeth and tongue. Movements: opening, closing, smiling, laughing, frowning, widening, rounding and speaking while expressing emotions. Provide independently controllable shape keys for: Rest/silence, M/B/P, F/V, TH, D/T, K/G, CH/SH/J, S/Z, N/L, R, AA/AH, E, I, O and U/OO. Each morph target must accept values from 0 to 1. Speech and facial expressions must blend smoothly and operate simultaneously. Document all shape-key names for Godot integration. 9. FACIAL EXPRESSIONS Provide independent controls for: Neutral, happy, big smile, excited, laughing, cheeky grin, surprised, confused, thinking, curious, concerned, sad, apologetic, concentrating, listening, sleepy, frustrated and winking. Expressions must be blendable and programmable in real time. 10. BAG HANDLES Both handles require full 3D geometry and flexible bone chains. Support gentle swaying, bending, delayed secondary movement and natural recovery. Spring-bone compatibility is desirable. Handles must remain attached and avoid excessive intersections. 11. BASEBALL CAP Accurately model the red-and-white cap, curved peak and the brand logo. The cap must follow upper-body movement. Subtle secondary movement is optional. 12. SKELETON AND RIGGING Provide a complete, correctly weighted skeleton containing: - Root and body bones. - Shoulder, arm, wrist and finger chains. - Hip, leg, ankle and foot controls. - Eye, eyebrow and facial controls. - Jaw/mouth controls where appropriate. - Flexible handle chains. - Cap attachment. Requirements: clear naming, correct parenting, smooth deformation, neutral pose and intuitive Blender controls. The exported skeleton must work in Godot 4. Bake Blender-specific constraints where necessary. 13. ANIMATION LIBRARY Deliver separate, reusable animations. IDLE: Neutral, happy, breathing, blinking, looking around. INTERACTION: Greeting, waving, listening, thinking, talking gestures, nodding, shaking head, pointing, thumbs-up, presenting and goodbye. EMOTIONS: Laughing, celebrating, surprised, confused, apologetic, excited, cheeky and disappointed. MOVEMENT: Walking forwards/backwards, turning, side-stepping, jumping, dancing and returning to idle. All animations must blend naturally. Mouth movements, expressions, eye tracking and gestures must operate simultaneously. 14. REAL-TIME AI AND CAMERA COMPATIBILITY The mascot will be controlled by external AI software. Expose independent controls for eyes, blinking, eyebrows, expressions, visemes, body, arms, hands, fingers, legs, handles and animation clips. The Ubuntu system will use: FRONT CAMERA: Customer detection, face tracking and gesture recognition. REAR CAMERA: Live background behind the mascot. The character must support customer-directed gaze, body turning and gesture responses. The modeller is not required to develop AI, camera or speech recognition software, but must supply compatible animation controls. 15. PERFORMANCE Optimise for continuous real-time operation. Targets: - Approximately 30,000–70,000 triangles. - Efficient geometry and materials. - Generally 1024–2048 pixel textures. - Efficient skeletal deformation. - No heavy cloth simulations. - Minimal unnecessary physics. - Suitable for 60 FPS on appropriate hardware. 16. REQUIRED DELIVERABLES 1. Editable Blender master file (.blend). 2. Optimised production model (.glb). 3. All textures and materials. 4. Complete skeleton and weight painting. 5. Facial shape keys and visemes. 6. Named animation library. 7. Bone and shape-key documentation. 8. Animation list and export instructions. 9. Blender demonstration scene. 10. Basic Godot 4 project demonstrating animations and programmable facial controls. All editable source files must be included. 17. ACCEPTANCE TESTING The supplier must demonstrate: - Accurate appearance from all angles. - Smooth body bending. - Independent arm and finger movement. - Natural walking and turning. - Programmable eyes and blinking. - Independent eyebrows. - Working mouth visemes. - Simultaneous speech and expressions. - Flexible handles. - Smooth animation transitions. - No major deformation faults. - Successful GLB export/import. - Working Godot 4 demonstration. - Stable real-time rendering. 18. RIGHTS AND OWNERSHIP The brand artwork and logos will be supplied separately. All logos and branding must remain editable or replaceable. The supplier must provide all source files and technical documentation. Third-party assets and licences must be disclosed. Commercial ownership or usage rights must be agreed contractually. Required permissions for derivative use of supplied artwork must be confirmed. 19. FINAL OBJECTIVE Deliver a professionally modelled, textured, rigged and animated 3D mascot capable of talking with synchronised mouth movement, looking at customers, displaying emotions, waving, pointing, walking, gesturing and responding to real-time AI commands. The completed model must be ready for integration into an Ubuntu-based Godot 4 AI application.

Skills required

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