One conveyor for any input

How Auto Rigging Works

Drop in a 3D model, a picture, a picture of a car or anything else. AutoRig builds the skeleton and the skin in seconds, retargets animation clips at once and opens one viewer for the rig, the animation, the checks and the downloads.

1 min
target from pickup to a rigged, animated model
9
rig categories, each with its own skeleton, skin rules and clips
1 viewer
for every task, with a session agent chat
5
languages: English, Russian, Chinese, Hindi, Persian
A bearded low-poly man in a T-pose, rigged on AutoRig A textured wolf, rigged as a quadruped A zebra, rigged with the equine template A cartoon parrot in a waistcoat, rigged as a bird A winged monster with claws, rigged as a monster

From upload to a rigged, animated model in seven steps

The same conveyor runs for every task. You see each stage in the viewer as it happens.

  1. Step

    Upload anything

    Drop a 3D model (GLB, FBX, OBJ or a ZIP with textures), a picture, a picture of a car, or text. One upload zone takes all of them. A picture becomes a 3D model first and then goes on to the rig. A picture of a car goes to the vehicle conveyor.

    GLB FBX OBJ ZIP Picture Picture of a car Text
  2. Step

    Fast rig in seconds

    The engine reads the geometry and picks the rig category. It fills the model with voxels, erodes them to find the inner axis of every limb, places the bones and binds the skin. This takes seconds.

    Voxels Erosion Bones Skin
  3. Step

    Animation clips at once

    Clips from the category library are retargeted onto the new rig right away: walk, idle, run, and for horses trot and gallop. Every clip passes a numeric deformation check. You can add your own clips in the viewer.

    A horse rig playing an animation clip in the AutoRig stand
  4. Step

    Textures

    A model's own textures are never lost. A model without textures gets PBR textures automatically (albedo, roughness, metallic, normal, emissive), made from its own projections. The textured model is what the vision checks and the previews use.

  5. Step

    Checks in the background

    While you watch the model move, the checks run in the background of the viewer: joint placement, skin tears, limb collisions, deformation numbers and a vision review of the textured model. Rig quality comes before speed.

  6. Step

    Work in the viewer

    Every task opens in one viewer with an agent chat. Edit the skeleton in blueprint mode, or confirm it when the viewer offers. The confirmation is never required: the animation does not wait for it.

  7. Step

    Export

    Download the model as GLB, FBX, USDZ, a ZIP, a Unity package or for Blender. The same rig works in engines, in Blender and on the web.

Skeleton and skin, seen from the inside

These are real outputs of the conveyor, not mock-ups: bones and skin weights, and the frames of animation clips.

Bones and skin weights of a rigged motorcycle rider, front and side view
Biped: bones and skin weights of a motorcycle rider. Each colour is the bone that moves that part of the skin.
Bones and skin weights of a rigged bird of prey with spread wings
Bird: the wings are rigged as wings, never as arms.
Frames of a gallop clip on a horse rig, front, side and top views
Equine: frames of a gallop clip from the rig check, in front, side and top views.
Frames of a hand clip on a rigged hand with per-finger joints
Hands: per-finger joints and hand clips, checked frame by frame.

One viewer for every task

The viewer opens on a black scene at once and plays the stages (voxels, erosion, bones, rig) while the mesh loads. Then it loads the environment scene, with baked lighting, reflection and light probes, and colliders.

Blueprint mode

Press B to edit the bones, with symmetry. The viewer re-rigs 15 seconds after your last edit, or at once with the button.

Camera presets

Jump to the face, elbows, hands, knees, feet or heels to check a joint up close.

Hotkeys and mouse

Every control shows its hotkey. Right mouse button pans, middle mouse button orbits.

Session agent

One agent per task, shared by everyone who opens it. It answers in the language of the person who created the task.

Skeleton confirmation

The viewer offers to confirm the skeleton. You can skip it: the animation is made without waiting.

Your own clips

Add custom clips to the clip set of the task, next to the clips from the category library.

Environment scenes

Pick a scene for the model to stand in. The viewer loads only the assets of the scene you choose.

The cathedral scene: a nave with light rays and a red carpet
Cathedral
The river glade scene: a meadow with tall grass and pine trees
River glade
The Sponza scene: a stone colonnade with hanging curtains
Sponza
The jungle ruins scene: stone pillars in a misty forest
Jungle ruins

Nine rig categories

Every category has its own skeleton template, fit rules, skin rules, clip library and quality checks. The engine picks the category from the model, so you do not choose a template.

A rigged biped character standing in a T-pose

Biped and humanoid

Characters, robots and primates on two legs. When the legs do not stand side by side, the leg on the floor sets the bone lengths and joint order for the other leg.

A rigged wolf, a quadruped

Quadruped

Dogs, cats, bears, cows, pigs and other four-legged animals, with their own skeleton, skin rules and gait clips.

A rigged zebra, an equine

Equine

Horses, deer and zebras. The skeleton has scapula, elbow, mid-neck and leg profile joints, and the hooves stay planted in walk, trot and gallop.

A cartoon parrot, a bird with wings

Bird

Birds with their own wing skeleton. The wings are rigged as wings, never as arms.

A long limbless creature with a toothed mouth rising out of water

Serpent

Snakes and other long bodies without limbs, with their own skeleton, skin rules and clips.

A winged monster with claws and a toothed mouth

Monster

Creatures that are not a plain animal or a human, with their own template, fit rules and clip library.

A black spider with eight long legs on grass

Multilimb

Spiders and other bodies with more than four limbs, each limb with its own chain.

A hand in a fingerless glove, a rigged hand model

Hands

A single hand, gloves or first-person arms, with per-finger joints and hand clips.

A motorhome, the input picture of the vehicle conveyor

Vehicle

Cars are rigged too: the body, wheels, doors, hood and trunk move as separate parts. See the vehicle conveyor below.

The vehicle conveyor: cars are rigged too

A car starts from one picture and ends as a set of 3D parts that move: wheels that turn, doors that open, a driver at the wheel.

The input picture of a motorhome
The input picture
The segmentation map of the motorhome, one colour per object
Segmentation: one colour per object
The motorhome with the wheels cut out and the body completed
Wheels cut, body completed
The bare body shell of the motorhome
The bare shell
Body, suspension and wheel, plus the isolated door, hood, glass, light, pipe and bumper of the motorhome
Body, suspension and wheel, and every isolated part: door, hood, glass, light, pipe, bumper.
  1. Segmentation

    GroundingDINO and SAM2 masks and Qwen-image edits split the picture into the body, wheels, doors, hood, trunk, hatches, glass, lights and bumpers.

  2. Isolate and restore

    Every part is isolated and restored as a whole object. The body is drawn as a bare shell, without openables and glass.

  3. Review in the viewer

    The Parts panel shows every part. You accept it, redraw it or order it as 3D.

  4. Model each part

    Each part becomes its own 3D object. The free farm is the default. The paid 3D clouds (Tripo, Hunyuan cloud) run only when you press their button.

  5. Wheels and body

    Every wheel is normalised to a cylinder collider. The body is corrected to left-right symmetry with an FFD lattice.

  6. Doors and interior

    Doors get hinges. The cabin gets a seat, a steering wheel, pedals and a gear stick.

  7. A driver at the wheel

    A rigged driver is seated by IK at the seat, the wheel, the pedals and the gear stick.

A vehicle never goes through the humanoid rig. It has its own conveyor and its own checks.

Quality comes before speed

The one-minute target is measured on every run. When a check that makes the rig right costs time, the check stays.

Regression tests

Every model that once broke a rig becomes a regression test.

Release gates

Every engine release passes the autotests before it goes live.

Numeric checks

Joint placement, skin tears, limb collisions and the deformation of every clip are measured, not judged by eye.

Defect buttons

The Telegram notice of a finished task has defect buttons and links to the five most similar models.

Exports and integrations

One rig for every pipeline. Download what your engine or your 3D editor expects.

GLB FBX USDZ ZIP Unity package Blender

Ready to rig your model?

Drop a 3D model, a picture, a picture of a car or anything else. The first rig is ready in seconds.

Start Auto Rigging Now