Before rigging
Start With a Character You’ve Already Made
A static humanoid GLB with clearly defined arms and legs is a useful starting point. Choose your own eligible model or upload one.
AI AUTO RIGGING
You have a 3D character. Now give it a skeleton and bring it one step closer to animation. Upload a humanoid GLB or choose an eligible model you have already created. Automatic rigging adds a skeleton and applies a starter animation, so you can spend less time on manual bone setup and move on to your project.
GLB upload · Automatic skeleton · Starter animation · GLB & FBX downloads
Choose a character model, start automatic rigging, and inspect the processed result in 3D. No manual bone placement is required to get started.
Your model is sent to an AI service to complete this rigging job.
100 Credits Per Rigging Job
After rigging is complete, inspect the processed model here and download the GLB or FBX result.
Automatic rigging works best with humanoid characters that have clearly separated arms, legs and torso. Results may need adjustment in compatible 3D software.
FROM STATIC MODEL TO RIGGED ASSET
A static character mesh needs a suitable skeleton before it can be animated. This workflow creates an initial rig and applies one starter animation preset. Review the processed file in your 3D software; the viewer here previews the model but does not play its animation.
Before rigging
A static humanoid GLB with clearly defined arms and legs is a useful starting point. Choose your own eligible model or upload one.
Skeleton and mesh binding
The rigging job attempts to create a skeletal structure and bind the character mesh to it. Bone placement and deformation quality depend on the model.
Starter animation
The current workflow applies one preset animation. Download the processed file to inspect its movement in compatible animation software; the on-page viewer does not play animations.
These descriptions explain the workflow and do not depict a verified before-and-after generation. Results vary by character.
Try Auto Rigging With Your Character →A SIMPLE STARTING WORKFLOW
01
Upload a GLB file up to 50 MB, or choose an eligible completed character from your account. A humanoid with clearly separated arms, legs and torso is a better candidate.
02
Confirm you have permission to use the model and submit the job. The tool analyzes the body structure, creates a skeleton, binds the mesh and applies a starter animation.
03
When processing is complete, inspect the result in the 3D viewer. Download GLB or FBX and continue in compatible 3D software.
LESS SETUP, MORE CREATING
01
Add an automatic skeleton to a compatible humanoid model and take a first step toward animation.
02
Get an initial rig without placing and assigning every bone manually. Refine the result when your project needs it.
03
Upload a GLB you already own or select an eligible model in your account.
04
The workflow includes one preset animation to help you inspect the result in compatible software. The workspace has no animation selector.
05
Download GLB or FBX and continue in compatible animation, modeling or game development software. Check imported bones and scale.
06
Select an eligible saved model from your account and continue without uploading it again.
WHO IT’S FOR
01
Get an initial character rig to experiment with movement before spending time on every bone manually.
02
Take a completed static humanoid model toward an animatable asset with an automatic skeleton.
03
Try an automatic rig before learning a full manual workflow, then refine the result as needed.
04
Submit an eligible humanoid GLB made with a 3D generator, provided its geometry and body structure are suitable.
05
Experiment with compatible humanoid characters for prototypes. Check the skeleton, animation and format compatibility before using them.
PREPARE YOUR MODEL
01
Two arms, two legs and a recognizable torso are easier candidates than vehicles, furniture or abstract objects.
02
A T-pose or A-pose can make limbs easier to identify. Leave visible space between arms and torso; crossed or overlapping limbs can be harder to process.
03
Include the character’s body parts and avoid ambiguous anatomy that may make bone placement difficult.
04
Correct orientation, suitable textures and manageable geometry can help. Complex outfits, oversized accessories and tangled geometry may reduce quality.
05
Review elbows, knees, shoulders and other joints in compatible animation software. Automatic rigging does not eliminate every deformation issue.
YOUR DOWNLOADS
01
Download the processed character as GLB for compatible viewers, web workflows and applications that support glTF assets.
02
Download an FBX version for compatible 3D animation and game development tools. Scale, materials, bone mapping or animation settings may need adjustment.
File compatibility does not guarantee that a rig or animation will work perfectly in every application. Inspect the imported result.
KEEP CREATING
01
Have a character image but no 3D model? Turn your reference into a 3D starting point.
Try Image to 3D →02
Have a character idea but no model? Describe it and generate an initial 3D asset.
Try Text to 3D →03
Need a different polygon count or topology? Process a compatible existing model with retopology.
Try 3D Retopology →AI auto rigging automatically attempts to add a skeleton to a 3D character and bind its mesh to the skeleton, reducing manual setup before animation.
Yes. Upload your own GLB character if you own it or have permission to process it. You can also choose an eligible completed model from your Create3DOnline account.
Humanoid characters with two arms, two legs and clearly defined body parts are the best candidates. Unclear anatomy, overlapping limbs or unusual body structures can reduce accuracy.
Yes. Submit a supported GLB and run the automatic process without manually building a skeleton in Blender. Some results may still need adjustment in dedicated 3D software.
The rigging process attempts to create a skeletal structure and bind your character mesh. Accuracy depends on the model’s proportions, pose and geometry.
Yes. The current workflow applies one preset animation during rigging. It does not provide a selectable animation library or custom motion controls.
No. The workspace currently uses one preset animation and does not offer an action selector. Download the result to continue editing or animating it in compatible software.
The rigging workspace accepts GLB files up to 50 MB. OBJ, STL and FBX are not supported as direct inputs here.
Successful rigging jobs provide GLB and FBX download options when the corresponding output files are available. Import them into compatible 3D software.
Compatible GLB or FBX assets may be imported into supported game development workflows. Check bone structure, animation import, scale, materials and retargeting requirements.
This workflow is designed primarily for humanoid characters. Four-legged animals, non-humanoid creatures and unusual skeletons may fail or produce poor results.
A T-pose is not required, but a T-pose or A-pose can make limbs easier to identify. Crossed arms or limbs held against the body may be harder to process.
The goal is to preserve the character while adding a skeleton and animation. Mesh deformation, texture changes or unexpected joint behavior can occur, so inspect the result.
Yes, if the character is a compatible humanoid GLB. Good geometry and recognizable body structure improve the chances of a useful result.
Each rigging job costs 100 credits. You need sufficient credits to start. Rigging is charged separately from any previous model generation.
No. This is a credit-based processing tool. The required amount is shown in the workspace before you start.
Processing time varies with your model and the current queue. The workspace returns a result when the job completes.
Supported processing failures and timeouts use the existing job recovery process, which is designed to refund credits for a failed task. Contact support if you notice a discrepancy.
Not necessarily. This is a starting point, not a production-ready guarantee. You may need to adjust skin weights, joint deformation, animation, materials or compatibility settings.
Uploading for rigging does not automatically publish a model in a public gallery. The file is sent for processing; only submit models you have rights to use.
YOUR CHARACTER’S NEXT STEP
Upload your humanoid 3D model, run automatic rigging and download the result to continue creating.
GLB upload · Automatic skeleton · Starter animation · GLB & FBX download
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