Upload a compatible humanoid character in FBX or GLB. Uthana estimates a skeleton and prepares the character to receive 3D motion.
A static 3D mesh cannot receive skeletal animation until it has a compatible skeleton. Manual rigging requires joint placement, hierarchy setup, and skinning work before the character can move.
Uthana Auto-rigging estimates a humanoid skeleton from the uploaded character and prepares that character for motion. This is why the capability belongs in both Models and Embodiment: a model performs the inference, and the result makes the body usable in the motion pipeline.
Auto-rigging typically takes 30–60 seconds. The API returns an Auto-rigging confidence score so a platform can identify results that may need review.
The self-serve and API workflow accepts 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:
Slightly stylized or cartoon characters may still rig successfully.
Upload the character and let Uthana create its skeleton. Then generate motion from text, video, or Locomotion controls; apply an existing motion through retargeting; preview the result; and download it for the production pipeline.
The rig works inside the same Uthana workflow as Video-to-Motion, Text-to-Motion, Locomotion, and motion retargeting.
Character-generation, avatar, and UGC platforms can place Auto-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.
Upload a compatible bipedal humanoid character, create its skeleton, and apply motion in the same workflow.