WISEcode is on a mission to transform how people understand, choose, and enjoy the foods they eat. We are not building another static health app. We are pioneering an intelligent, interactive experience that empowers families with clarity, confidence, and curiosity around everyday decisions.
WISEcode is looking for an experienced 3D character artist, technical rigger, and animator to transform our existing branded owl into a fully controllable, reusable 3D character system.
Project Overview
This is not a request for a static model or a single finished animation. We need a master owl asset that can be recolored, posed, animated, exported, and placed into any digital environment without rebuilding the character.
The owl will be used across:
WISEcode products and applications
Websites and interactive experiences
Product onboarding and education
Marketing and social media
Video and motion graphics
Future conversational and AI experiences
The character must preserve the design, proportions, personality, and visual identity of the existing WISEcode owl.
Core Project Goal
Create one production-ready master owl that can:
Change between approved color variations
Be posed and animated through a professional control rig
Support expressive facial and full-body animation
Be rendered against transparent or custom backgrounds
Be exported as an optimized GLB for web and application use
Support future accessories, animations, and character variations
Be maintained by another qualified artist or developer after handoff
The master system should initially support our blue, green, and red owl characters without requiring separate models or rigs.
Accurate 3D Character Model
The artist must create a complete three-dimensional interpretation of the supplied WISEcode owl.
The model must include:
Complete front, back, side, top, and underside geometry
Fully modeled wings, body, head, tail, feet, and talons
Functional eyes, eyelids, beak, and mouth
A clean silhouette from every viewing angle
Animation-ready topology
Clean UVs, normals, and deformation areas
Optimized geometry suitable for both rendering and real-time use
The finished owl must look like the supplied character—not a generic, realistic, or redesigned owl.
2. Complete Character Rig
The owl must have a professional, animator-friendly control rig.
The rig must provide direct control over:
Face and Head
Head and neck
Eyes and independent eye direction
Pupils and iris scale
Upper and lower eyelids
Blinks and winks
Brows or expressive eye shapes
Beak and jaw
Mouth and tongue where required
Facial expressions
Ear tufts
Body
Spine and torso
Chest and belly
Squash and stretch where appropriate
Body lean and weight shifts
Root and center-of-gravity control
Wings
Independent left and right wings
Wing folding and spreading
Wing-tip gestures
Primary and secondary feather groups
Feather fanning and overlap
FK and any appropriate assisted controls
Lower Body
Legs and feet
Individual or grouped talon controls
Ground contact
Foot placement
IK/FK functionality where appropriate
Perching and gripping poses
Tail and Feathers
Tail direction and fanning
Major feather-group controls
Ear-tuft and feather secondary motion
Manual control over any automated movement
Every major control must be clearly named and logically organized.
3. Modular Color and Material System
The character must support multiple branded owl identities from the same master model.
At minimum, the following regions should be independently adjustable:
Main body
Face
Chest and belly
Wings
Wing tips
Tail
Ear tufts
Eye iris
Eyelids
Beak
Feet and talons
Accent markings
The initial system must include tested presets for:
Blue owl
Green owl
Red owl
Color changes must not require repainting textures, duplicating the rig, or rebuilding the character.
Materials should be organized so future seasonal, promotional, metallic, or special-edition variations can be added efficiently.
4. Facial Expression and Speech System
The owl must communicate emotion clearly through its eyes, eyelids, beak, head, and face.
The system must support core expressions such as:
Neutral
Happy
Excited
Proud
Curious
Thinking
Confused
Concerned
Disappointed
Surprised
Skeptical
Frustrated
Warning
Tired
Playful
Expressions should be adjustable and, where practical, blendable.
The character must also support:
Beak opening and closing
Stylized speech movement
Basic visemes or equivalent speech shapes
Automated or hand-authored lip-sync workflows
Facial animation independent from body animation
The final solution should allow the owl to speak naturally without forcing human mouth anatomy onto the character.
5. Core Animation System
The initial animation library should focus on reusable product and brand behaviors rather than a massive list of isolated animations.
Required Animation Categories
Idle and Awareness
Neutral idle
Attentive or listening idle
Thinking or processing idle
Happy idle
Concerned idle
Natural blinking and gaze
Head tilts and observational movements
Communication
Speaking
Listening
Explaining
Pointing
Presenting
Nodding yes
Shaking no
Waving
Encouraging
Asking a question
Product Reactions
Starting a scan
Processing or analyzing
Scan complete
Scan unsuccessful
Score reveal
Positive-score reaction
Mixed-score reaction
Low-score or warning reaction
Comparing two or more products
Suggesting a better option
Success
Error
Try again
Emotional Reactions
Happy
Celebrating
Curious
Thinking
Confused
Surprised
Concerned
Disappointed
Supportive
Warning
Basic Movement
Standing
Walking or hopping
Turning
Takeoff
Hovering
Flying
Landing
Perching
The selected candidate will help determine the exact animation list, variations, and production priority.
6. Animation Architecture
Animations must be reusable, clearly named, and delivered as separate clips or actions.
The animation system should support:
Clean looping
Smooth transitions
Crossfading between states
Layered facial and body animation
Gaze control independent of the main animation
Blinking during other actions
Speaking while gesturing
Emotion layered over idle or speech
Left- and right-facing variations where needed
In-place and root-motion versions where appropriate
The owl should be able to transition naturally among states such as:
Idle to listening
Listening to thinking
Thinking to speaking
Speaking to a reaction
Reaction back to idle
Standing to takeoff
Flight to landing
The artist should establish consistent starting and ending poses so animations can blend without visible snapping.
7. Real-Time and GLB Requirements
The final GLB must be tested as a functional production asset—not only exported successfully from the source software.
The GLB must:
Load in modern browsers
Preserve the skeleton and approved animations
Preserve materials and color variations
Maintain correct scale and orientation
Work with Three.js and React Three Fiber
Support transparent rendering
Avoid missing textures or external dependencies
Avoid unsupported rig constraints
Be reasonably optimized for web and application use
Allow animations to be triggered individually by name
Any simulation, constraint, or procedural motion that cannot be exported must be baked into supported bones, shape keys, or animation data.
The final production handoff must include:
Master Assets
Rigged master Blender file
High-quality master model
Optimized real-time model
Approved lower-detail version if required
Blue, green, and red material presets
Complete UVs and texture-source files
Shape keys or blend shapes
Facial-expression controls
Speech or viseme controls
Feather and secondary-motion controls
Animation Assets
Approved core animation library
Separate, clearly named animation clips
Facial-expression presets
Pose library
Transition animations
Real-time optimized animation data
Animation manifest listing each clip and its intended use
Export Assets
GLB/glTF
FBX
Source texture files
Transparent-background animation previews
Still turntable renders
Rig demonstration video
Color-preset demonstration
Test files showing animations running in the target environment
Documentation
Rig-control guide
Material and color-editing guide
Animation naming guide
GLB export instructions
Instructions for creating new animations
Instructions for adding accessories
Instructions for adding new color variations
List of dependencies and known limitations
All project source files and custom scripts created specifically for the project must be included in the handoff.
The completed asset must demonstrate:
Clean topology
Reliable deformation
No broken or disconnected geometry
No visible wing or feather clipping during approved animations
No foot sliding during grounded movement
Clean eye and eyelid movement
Correct wing folding
Stable feather behavior
Consistent animation naming
Clean animation curves
Predictable animation transitions
Organized files and collections
No unexplained dependencies
Successful GLB playback in the actual target environment
The rig should be intuitive enough that a qualified animator can use it without reverse-engineering the setup.
The following should be finalized collaboratively based on the candidate’s technical approach and our implementation needs:
Final polygon budgets
Number and complexity of model LODs
Bone count and real-time performance limits
Bone-based versus geometry-based feather system
Shape keys versus joint-based facial animation
Exact viseme set and lip-sync workflow
Level of individual feather control
Physics-driven versus baked secondary motion
Exact launch animation list
Animation clip count by project phase
Animation frame rate
Root motion versus in-place movement
Runtime material-switching method
Accessory attachment system
Three.js and React Three Fiber integration approach
Mobile performance targets
File-size targets
Review schedule and animation approval batches
The candidate should explain the tradeoffs behind their recommended approach rather than simply selecting the most complex solution.
A strong candidate may improve the project by proposing:
A simplified animator-facing control panel
A developer-facing control API
Procedural eye tracking
Procedural blinking
Runtime gaze targeting
Emotion-intensity controls
Animation state-machine recommendations
A reusable accessory socket system
A lightweight mobile model
Automated color-variant generation
Automated GLB export tools
Animation compression recommendations
A browser-based character test environment
Reusable animation layers
Better methods for managing feather performance
A scalable system for future owl personalities
Integration documentation for developers
A practical roadmap for expanding the animation library
These are not substitutes for the required deliverables. They are opportunities for the candidate to demonstrate technical leadership and improve long-term scalability.
Applicants should provide:
Character-modeling portfolio
Rigging reel
Facial-rig examples
Creature, bird, or winged-character examples
Real-time character examples
GLB/glTF export examples
Animation reel
Rig-control demonstration
Proposed production software
Recommended technical approach
Proposed milestones
Cost by project phase
Revision policy
Testing and quality-assurance process
Any risks or recommended changes to this scope
Applicants must identify which portions of the work they will complete personally and whether any parts will be subcontracted.
Phase 1: Model and Technical Direction
Character translation
Turnaround approval
Production model
Topology and UVs
Initial materials
Technical pipeline confirmation
Phase 2: Rig and Character Controls
Complete body rig
Face and eye rig
Wing and feather controls
Expression system
Color preset system
Initial GLB export test
Phase 3: Core Animation Library
Idle states
Communication gestures
Product-analysis states
Score reactions
Essential emotional reactions
Basic movement and flight
Transitions
Phase 4: Optimization and Handoff
Real-time optimization
Final GLB testing
Animation naming and cleanup
Documentation
Source files
Developer handoff
Final quality assurance
The project is complete when WISEcode receives one fully editable master owl system that:
Faithfully matches the supplied owl design
Supports the blue, green, and red character variations
Provides complete control over the face, eyes, eyelids, beak, head, body, wings, major feathers, tail, legs, feet, and ear tufts
Supports expressive facial and body animation
Includes the approved core animation library
Transitions cleanly between product states
Exports to a functional, optimized GLB
Can be placed into any transparent or custom environment
Can be controlled by developers inside an interactive experience
Can be expanded without rebuilding the model or rig
Includes complete source files and usable documentation
Has been tested in the actual target environment

WISEcode is unlocking the power of food to improve lives. By harnessing proprietary technology and innovation, advanced tools, industry leading attributes, lab analysis, ML/AI functions, and scientific excellence across individual needs, goals and tastes, WISEcode is making personalized nutrition a reality.