Embodiment

Automated rigging for bipedal 3D characters.

Upload a compatible humanoid character in FBX or GLB. Uthana’s auto-rigging model creates a motion-ready skeleton so the character can receive generated or retargeted 3D motion.

What is auto rigging?

Auto rigging, also called automated rigging, adds a skeleton to an unrigged 3D character so it can receive skeletal animation. It reduces the manual joint placement, hierarchy setup, and rig-preparation work required before a static mesh can move.

Uthana’s AI model estimates a humanoid skeleton from the uploaded character and prepares the character for motion. Auto-rigging typically takes 30–60 seconds. The API returns a confidence score so platforms can identify results that may need review.

An unrigged bipedal character receives a motion-ready skeleton through Uthana auto rigging.

Which 3D characters can Uthana auto-rig?

The web app and GraphQL API accept compatible FBX and GLB character files smaller than 30 MB. Auto-rigging works best on recognizable bipedal humanoid characters with a visible head, torso, two arms, and two legs.

The model may have difficulty with:

  • Non-humanoid bodies or missing major limbs
  • Extreme proportions that interfere with humanoid skeletal mapping
  • Intersecting or heavily occluded limbs
  • Long skirts, robes, capes, or other clothing that obscures leg separation
  • Large wings, tails, horns, or additional limbs
  • Poor finger geometry when finger joints are requested

Slightly stylized or cartoon characters may still rig successfully.

How Uthana auto-rigging works

1. Upload the character

Upload a compatible bipedal humanoid character in FBX or GLB through the web app or GraphQL API.

2. Create the skeleton

Uthana estimates a humanoid skeleton and prepares the character to receive motion. API integrations can also request finger joints.

3. Apply motion

Once the character is rigged, describe a performance with Text-to-Motion, reconstruct one from video, create directional movement with Locomotion, or apply an existing motion through retargeting.

4. Review and download

Preview the animated character and download the result for the production pipeline. API integrations can use the returned confidence score to identify rigs that may need review.

Automated rigging for character platforms

Character-generation, avatar, and UGC platforms can place automated rigging between mesh creation and animation. A static character enters the workflow; a character with a motion-compatible skeleton leaves it.

Use the GraphQL API to upload characters, enable auto-rigging, request finger joints, and read the returned confidence score. Contact Uthana to discuss production volume, review thresholds, failure handling, and integration requirements.

Auto-rigging FAQ

Does automated rigging animate the character?

No. Automated rigging prepares the character to receive skeletal animation. After rigging, you can generate motion from text, video, or locomotion controls, or apply an existing motion through retargeting.

What is the difference between auto-rigging and motion retargeting?

Auto-rigging adds a motion-compatible skeleton to an unrigged character. Motion retargeting transfers an existing motion onto a character that already has a skeleton.

Which files can Uthana auto-rig?

Uthana accepts compatible bipedal humanoid characters in FBX or GLB format. Files must be smaller than 30 MB.

How long does Uthana auto-rigging take?

Auto-rigging typically takes 30–60 seconds. Results can vary with the character and file.

Can automated rigging include finger joints?

Finger joints can be requested through the GraphQL API. Characters with poor finger geometry may require review.

Auto-rig your 3D character.

Upload a compatible bipedal humanoid character, create its skeleton, and apply motion in the same Uthana workflow.