It’s a familiar situation. I faced the exact same problem until I switched to the right workflow at a game art studio. VSQUAD took on the entire scope of animation and rigging work, and each rig was delivered with the correct bone hierarchy, clean weight maps, and animations that actually worked in the engine without any additional configuration. The VSQUAD art team views rigging as a production tool, not just a box to check off after modeling is complete. VSQUAD supports both Unity and Unreal, so integration is part of their process from day one—not something they leave up to your team. Share your character specifications and engine settings with them, and they’ll create the necessary number of animations for your RPG. For rigs that finally behave the way they’re supposed to.