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Auto Rigger for 3D Characters

Animated GLB output

From static mesh to a character that moves.

Upload your model, fit a skeleton, and export an animation-ready GLB. Try the live character: drag to inspect the rig or switch its motion.

First rigged GLB freeAnimation varietyGame-engine ready
Original
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Rigged + animated
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Ready to rig your character?

Turn a static 3D character into an animation-ready model without placing bones or painting weights by hand. Upload a GLB, FBX, or OBJ, choose a biped or quadruped rig, then browse motion categories and bake the animations your character needs into the rigged GLB.

Use it with a character from our 3D Model Generator, a model you made in Blender, or a downloaded game asset. The resulting GLB works in Unity, Godot, Blender, Three.js, Babylon.js, and other glTF-compatible workflows.

What you can rig

  • Humanoid characters — game heroes, NPCs, avatars, and stylized characters in a T-pose or A-pose
  • Quadrupeds — four-legged creatures and animals with a clear standing pose
  • GLB, FBX, and OBJ uploads — including an OBJ bundle with its materials and textures, up to 50 MB
  • A varied motion library — locomotion, jumps, combat, reactions, climbing, falls, and more; select only the clips your character needs

Formats and game-engine compatibility

StepSupported format
UploadGLB, FBX, OBJ, or zipped OBJ bundle
OutputGLB with skeleton, skin weights, and any selected motions baked in
Use it inUnity, Godot, Blender, Three.js, Babylon.js, and other glTF-compatible tools

GLB is the simplest route for browser games and modern game engines because the mesh, materials, skeleton, and animations travel in one file.

Prepare a model for the best auto-rigging result

  1. Start with a clean, single character mesh. Remove an existing armature and animations before uploading.
  2. Use a T-pose or A-pose. Keep the arms away from the torso and the legs separated so the rigger can identify joints and weight the mesh cleanly.
  3. Choose the motion set your game needs. Browse locomotion, combat, traversal, reactions, and other categories. Fewer selected clips finish faster; walk-only is the quickest test.

Models with crossed arms, merged limbs, heavy clothing intersections, or unusual proportions can need cleanup in Blender after rigging. For a first pass, a simple upright character is the most reliable input.

From idea to animated character

  1. Create or upload a static character. You can start in the 3D Model Generator if you do not have a mesh yet.
  2. Rig it here and choose the motions to bake into the GLB—from basic walk cycles to combat, traversal, and reaction clips.
  3. For a custom motion, open Prompt Animations, describe the action, and retarget the generated motion onto your rigged humanoid.
  4. Import the final GLB into your game or web scene.

How does automatic rigging work?

You upload a model and the auto rigger detects whether it's a biped or quadruped, fits a skeleton to the mesh, and binds the vertices so the model deforms when it moves. Then choose animations by category and bake the motions you need into the model. The whole pass runs online, so you skip manual bone placement and weight painting.

Humanoids reach the full motion library, because a clip built for one human skeleton retargets onto another. Four legs are a different skeleton, so a quadruped comes back with a walk cycle baked in and no category browser. Scale that clip's playback speed in your engine for a stalk or a trot.

What 3D model formats can I rig?

You can upload GLB, FBX, or OBJ models up to 50 MB, including a zipped OBJ bundle with its materials and textures. The rigged result comes back as GLB, which drops straight into Three.js, Babylon, Unity, Godot, or Blender.

How does this compare with Mixamo or AccuRIG?

Mixamo is a useful option for humanoid characters, but its workflow centres on its own upload and animation library and typically ends in FBX or DAE. AccuRIG is a capable desktop application for Windows. Cinevva Auto Rigger is the browser-based option when you want to start with GLB, FBX, or OBJ and return a game-ready GLB without installing desktop software. It also supports a quadruped path.

If you need a large stock-motion library, Mixamo or ActorCore may be the better complement. If you need a custom action, use Prompt Animations after rigging. For a full comparison of the free options, including which animation libraries are CC0 and which are not, see Free Character Animations and Auto-Rigging.

Is the auto rigger free?

Your first rigged character is free to download, with up to four animations baked into the GLB. Sign in, upload a model, rig it on the Fast engine, pick your clips, and the file is yours.

After that first download, exporting is part of the Standard or Pro plan. Those plans also remove the four-animation cap and unlock the Pro engine, which handles quadrupeds and characters the Fast engine struggles with. Rigging itself uses credits either way, including the credits on the Free plan, and previewing a rigged character in the browser is always free.