OBJ is a simple geometry format. It's common in asset libraries, but it often arrives without a skeleton, without animation, and sometimes without clean material setup. The good news: if the mesh represents a humanoid character in a clean T-pose, auto-rigging can work very well.
What an OBJ usually lacks
- No skeleton
- No skin weights
- No animations
- Materials may be incomplete (depends on MTL and texture paths)
Best practices before auto-rigging
- Ensure a real T-pose
- Fix obvious topology issues (non-manifold, flipped normals)
- Remove extra scene objects if possible
- Keep a reasonable scale (human-sized)
Auto-rig workflow
- Upload OBJ or paste a direct download link
- Run the rigging task
- Download the rigged exports (GLB/FBX depending on pipeline)
Common OBJ problems
Separate parts / multiple meshes
Some OBJs are made of many pieces. Auto-rigging can still work, but if parts are floating or not aligned, results may degrade. If you can merge meshes in a DCC tool, it often helps.
Bad symmetry
If left/right arms are positioned differently, the fitter may mis-detect joints. Make the pose symmetrical if possible.
No textures
That's normal for OBJ in many cases. Rigging focuses on skeleton and weights; texture setup may come later in your engine.