Seven kinds of body, and a skeleton you can export

AI Rigging

Bones and skin weights for humanoids, quadrupeds, birds, snakes, fish, insects and spiders — written with Mixamo bone names if you want them, and exported as GLB or FBX.

What it does

Seven body plans, not one

Humanoid, four legs, bird, snake, fish, six legs and eight legs. The choice also picks the engine underneath — a humanoid runs on the model with the character presets, everything else on the creature model — so one question replaces a second nobody could answer.

Mixamo bone naming

A naming convention rather than a format, and it is what decides whether an animation library imports cleanly or arrives as a pile of unmapped joints. Pick it at rig time and the skeleton comes back already speaking that vocabulary.

GLB or FBX out

The rig is exported in the format your pipeline actually reads. FBX for animation packages that expect it; GLB for engines and the web.

Checked before charged

The studio photographs your model from the viewer and has it assessed first. If the body does not match the plan you chose, you are told why in a sentence rather than billed for a skeleton that lands wrong.

How it works

  1. Load a model and pick its bodySeven options. Getting this right matters more than anything else on the panel — a quadruped rigged as a humanoid produces joints in places the animal does not bend.
  2. Choose a bone naming conventionStandard, or Mixamo if the rig is going into a library that follows it. This is far easier to set now than to remap afterwards.
  3. Choose an export formatGLB or FBX, decided by what opens it next.
  4. Inspect the weightsAutomatic skinning is reliable at the torso and progressively less so at the extremities, whichever body plan you picked.

What people use it for

  • Getting a generated character animatable without hand-rigging
  • Rigging an animal or a creature, which used to mean doing it by hand
  • Producing a Mixamo-named skeleton so a motion library drops straight on
  • Rigging an uploaded mesh made somewhere else
  • Prototyping movement before committing to a bespoke rig

What it cannot do

  • Pick the wrong body plan and the joints land wrong. The check catches a mismatch it can see, not one it cannot
  • You get bones and weights, not a rig — no IK controls, pole vectors or control hierarchy
  • Fingers, jaw and thin overlapping geometry usually need a weighting pass by hand
  • There is no animation here. The skeleton is the deliverable; motion comes from your own library or tooling
  • A humanoid still wants a T-pose. The other body plans are more forgiving, but a neutral pose helps all of them

The details

Body plans
Humanoid, four legs, bird, snake, fish, six legs, eight legs
Bone naming
Standard or Mixamo
Export formats
GLB or FBX
Pre-flight check
Body and pose, from viewer frames
Output
Skeleton and skin weights

Last reviewed