Rig and animate a 3D model
A humanoid mesh gets a standard skeleton in one step, then any of a hundred motions drives it. No weight painting, no bone placement, and three tokens applies any of them.
-
01
Rig the mesh
Open a completed humanoid model and rig it. A standard skeleton is fitted automatically · no bones to place and no weights to paint. Non-humanoid meshes are refused rather than rigged badly, and the tokens are not spent when that happens.
-
02
Pick a motion
A hundred and thirty-five motions, categorised and searchable, each with a preview you can watch before spending anything. Seventeen of them are open to a free account.
-
03
Export with the rig
The GLB is the one to take · mesh, skeleton, skin weights and the motion, in one file. Unreal, Blender and Godot read it as they are; Unity needs glTFast or UnityGLTF, which is free. Our FBX is the mesh only, so it is the wrong file for a character that has to move.
Why the previews are worth watching first
Every motion in the library has a baked preview on a stand-in character, so you can see the walk before you buy the walk. That is possible because the skeleton is fixed across every rigged character, which means one baked clip drives all of them.
What will not rig
Automatic rigging targets humanoid skeletons. A chair, a rock or a weapon will be refused, which is the right answer · a bad rig on a prop is worse than no rig, and you would have paid for it.
Game characters
From a photograph to a walking, idling character without opening a DCC tool.
Previsualisation
Populate a blockout with characters that move, so timing and scale can be judged early.
What does rigging cost?
Four tokens. Applying a motion from the library costs three, whichever one you pick · seventeen of them are open to a free account.
Which skeleton does it use?
A standard humanoid skeleton, so the result animates in an engine the same way a hand-rigged character does.
Can I use my own animations?
Yes. Take the rigged GLB and drive it with whatever clips you already have · it is a standard humanoid skeleton. Not the FBX: ours carries the mesh and not the bones.
Does rigging work on a model I made elsewhere?
Yes, if you upload the mesh first. The rigging step does not care where the geometry came from, only that it is humanoid.