Upload a compatible humanoid character in FBX or GLB. Uthana creates a motion-ready Mixamo-compatible, Unreal Engine 5, or Roblox R15 skeleton, with finger joints supported across all three.
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.
Choose the default Mixamo-compatible skeleton or prepare the character for an Unreal Engine 5 or Roblox R15 workflow in the same rigging step.
Different production environments expect different skeleton structures. Uthana can auto-rig an unrigged bipedal character—or rerig a compatible character—onto one of three supported targets. Each option is available through the web product and GraphQL API.
Use Uthana's default skeleton for Mixamo-compatible animation workflows and common 3D creation tools. Generate or retarget motion in Uthana, then export the rigged character for the rest of the production pipeline.
View the auto-rigging API docsCreate a character on the standard Unreal Engine 5 skeleton. Import it into Unreal, configure the IK Rig and IK Retargeter, and use Uthana-generated or existing animation in the UE5 workflow.
Follow the Uthana-to-Unreal workflowRig or rerig a compatible character onto the Roblox R15 skeleton, then import it into Roblox Studio for avatar setup, validation, and animation.
Follow the Uthana-to-Roblox workflowUthana can add finger joints across Mixamo-compatible, Unreal Engine 5, and Roblox R15 output rigs. This gives compatible motion with finger animation a target skeleton to drive instead of stopping at wrist-level movement.
Finger-rig quality depends on the character's hand geometry. Clearly separated, visible digits provide the model with better information than fused, heavily intersecting, or very low-detail fingers. Results with difficult geometry may require review.
Auto-rigging creates and weights the finger joints. The quality of the final finger animation also depends on the motion being applied and the target character's proportions; do not expect exact fingertip placement or object contact for every result.
Include finger joints through the GraphQL APIThe 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 target skeleton does not change the underlying character requirements. Mixamo-compatible, UE5, and Roblox R15 outputs all work best when the uploaded mesh has a recognizable humanoid structure and clearly separated limbs and hands.
The model may have difficulty with:
Slightly stylized or cartoon characters may still rig successfully.
Upload a compatible bipedal humanoid character in FBX or GLB through the web app or GraphQL API.
Use the default Mixamo-compatible output or select the Unreal Engine 5 or Roblox R15 target. Finger joints are supported across all three. Uthana estimates the skeleton, binds it to the character, and prepares the result to receive 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 animation through motion retargeting.
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.
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 supported skeleton, skin weights, and optional finger joints leaves it.
Use the GraphQL API to upload characters, choose a Mixamo-compatible, UE5, or Roblox R15 target, include finger joints, and read the returned confidence score. Production integrations can use that score to route uncertain results for review instead of treating every character identically.
Contact Uthana to discuss production volume, review thresholds, failure handling, target-rig requirements, and integration support.
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.
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.
Uthana accepts compatible bipedal humanoid characters in FBX or GLB format. Files must be smaller than 30 MB.
Auto-rigging typically takes 30–60 seconds. Results can vary with the character and file.
Uthana can create its default Mixamo-compatible skeleton or target the standard Unreal Engine 5 and Roblox R15 skeletons. All three options are available through the web product and GraphQL API.
Yes. Finger joints are supported across Mixamo-compatible, Unreal Engine 5, and Roblox R15 output rigs. Characters with fused, intersecting, or low-detail finger geometry may require review.
Uthana prepares the character on the selected target skeleton. Unreal Engine and Roblox Studio still perform their normal import, project setup, validation, and asset-specific checks. Follow the linked workflows for the remaining platform steps.
Auto-rigging adds a skeleton and skin weights to an unrigged character. Rerigging changes a compatible character from its existing skeleton to a selected target such as Unreal Engine 5 or Roblox R15. Motion retargeting is different again: it transfers animation onto a character that already has a usable skeleton.
Upload a compatible bipedal humanoid character, create its skeleton, and apply motion in the same Uthana workflow.