Give a humanoid model a skeleton and skin weights, in your browser. Drop a static character — from an AI generator, a scan or a sculpt — and get back an animation-ready GLB.
Batch processing runs this exact tool over a whole folder and hands back one zip — no file limit, still nothing uploaded.
A character that is not rigged is a statue. Rigging it means two things: a skeleton of joints in the right places, and skin weights that say which joints move which part of the surface. This page does both, from the shape of the model alone, and hands back a GLB you can animate.
The joints are placed where a hand-made rig puts them: hips, three spine joints, neck and head, collarbones, shoulders, elbows, wrists, hips, knees, ankles and toes — plus end bones for the head and the toes, so the skull and the feet have a length. The names are the ones the animation world already agrees on, so a Mixamo clip plays on the result without renaming anything.
Weights are the part that usually goes wrong, and they are where the work went. The arms do not drag the chest when they swing. The thighs do not pull each other. The face turns as one piece with the head, and the teeth and eyes stay with it. That is the difference between a rig that survives an animation and one that has to be redone by hand.
A character exported at a hundred times its intended size, or with a bind pose that never worked, produces a rig that is wrong in ways nobody sees until it moves — and then it is hard to tell whether the rigger or the file was at fault. So the model is examined first, and the unambiguous problems are corrected: wrong scale, a broken bind pose, faces that are wound inside out.
Whatever it found is listed with the result, so you know what changed. Nothing ambiguous is touched.
Models from AI generators often arrive rigged, and the bones are usually fine — it is the weights that make the shoulders collapse and the belly stretch. When the file has a skeleton, the page says so and asks which you want.
Keep it, fix the weights. The bones, the bind pose and every animation in the file stay exactly as they are, and only the skin weights are solved again. This is the safe answer, and it is the one that fixes most broken characters.
Build a new one. The old bones are replaced with a fresh humanoid skeleton, and the animations that came with the file are carried onto it. Use this when the skeleton itself is the problem — joints in the wrong places, a missing spine, bones that do not correspond to a human at all.
A model with no skeleton skips the question: there is nothing to keep, so it is rigged from scratch.
Fingers are optional and off by default, because most generated characters do not have hands that can carry them. Switch it on when the fingers are modelled as five separate, clearly parted digits, and each hand gets three bones per finger with the standard names.
A hand that turns out to be a mitten, a fist, or a hand whose fingers touch is left ending at the wrist, and the result says which hand and why. That is deliberate: finger bones inside a mesh that has no fingers to separate produce weights that smear one digit into the next, which is worse than no finger bones at all.
It expects a standing humanoid, in an A- or T-pose, facing forward — the shape almost every text-to-3D and image-to-3D generator produces. Arms out or down both work. A model lying down, curled up, or posed mid-action will not be read correctly.
It does not rig animals, vehicles, or characters whose limbs are separate floating pieces. It is one humanoid skeleton, not a general-purpose rigger, and it says so rather than producing something that looks rigged and is not.
Clothing, hair and accessories that are part of the character are rigged along with it. A separate prop that is not attached follows the nearest joint.
Mixamo is the reference point, and it is a good tool: free, and its skeleton is the industry default. It also needs an Adobe account, it uploads your character to a server, it asks you to place markers on the chin, wrists, elbows, knees and groin by hand, and it takes FBX, OBJ or ZIP only. This page needs no account, uploads nothing, asks nothing before it starts, and reads GLB, GLTF, FBX, OBJ, DAE, STL, PLY, VOX and VRM.
The rig your generator gave you is worth keeping when the bones are sane — which is why this page offers to fix its weights rather than replace it. Their weights are the weak part; their joint placement usually is not.
Blender will do all of this and more, with automatic weights from an armature you position yourself. It is the right tool when you want control over every joint. It is a large download and a long afternoon when you want a character to walk today.
Drop the result into the editor to play an animation on it immediately: the built-in library covers idle, walk, jog, sprint, jump, crouch, punch, dance and more, and any FBX or GLB animation you own can be imported onto it.
The editor also lets you drag any joint on a front view of your own character and re-solve the weights against it — the two-minute fix for a shoulder that sits a centimetre too low. And it exports the finished character with the bone names, root bone and bind pose that Godot, Unity or Unreal expect.
No. The whole thing runs in your browser tab, on your machine. Nothing is sent to a server, there is no account, and there is no file size limit.
A standard humanoid skeleton: hips, three spine joints, neck, head, collarbones, upper arms, forearms, hands, thighs, shins, feet and toes, with end bones for the head top and the toe tips. With fingers switched on, three bones per finger on each hand. The names follow the Mixamo convention, which Unity, Godot and Unreal all recognise.
Yes. The bone names match, so a Mixamo clip applies directly. The editor also retargets clips whose skeletons do not match by name.
Keep the skeleton and let the weights be solved again. Bad deformation on a generated character is almost always the weights, not the joints — and keeping the skeleton means every animation in the file keeps working.
They are carried onto the new bones. A clip whose bones have no counterpart on a humanoid skeleton is left behind, and the result says how many.
No. A- or T-pose both work, as long as the character is standing and facing forward. Arms down at forty-five degrees is the shape most generators produce, and it is fine.
No. This is a humanoid rigger — two arms, two legs, one head. A quadruped, a vehicle or a character built from separate floating pieces will not come out right.
Yes, in the editor: your character is drawn from the front with every joint on it, you drag the ones that are off, and the weights are solved again against the joints you placed. It is the same idea as marking up a photo, and it takes about a minute.
It needs a skeleton and skin weights first — that is what this page produces. Once it has them, any humanoid animation clip can drive it: the built-in library in the editor, a Mixamo download, or an FBX from anywhere else.