uthana/create-character-v1

Rig any 3D bipedal character mesh

9 runs

create-character-v1

Automatically rig any bipedal 3D character. Upload an unrigged mesh in FBX or GLB and get back a fully rigged character — skeleton, bone hierarchy, and skin weights — ready to animate in Unity, Unreal, Blender, or any pipeline that imports rigged FBX/GLB files.

create-character-v1 analyzes a humanoid mesh and produces a complete rig — bones positioned to match the character’s proportions, with vertex weights applied so the mesh deforms correctly when animated — in under 30 seconds. No manual joint placement, no weight painting, no rigging expertise required.

Upload a mesh. Get a rigged character. Start animating.

How it works

create-character-v1 takes an unrigged 3D character mesh and automatically generates a bipedal bone hierarchy with skin weights. The model analyzes the mesh geometry to determine where joints should be placed — hips, spine, shoulders, elbows, knees, and so on — then calculates vertex weights so the mesh deforms naturally with the skeleton. The output is a rigged mesh ready to animate, not just a skeleton.

The character should be in a T-pose or A-pose with feet on the ground for best results. The model supports any bipedal humanoid shape: realistic humans, stylized characters, exaggerated proportions, cartoon figures — as long as the structure is two arms, two legs, a spine, and a head.

What kinds of meshes work

  • Custom models — characters you’ve sculpted or modeled in Blender, Maya, ZBrush, or any DCC
  • Marketplace assets — characters from asset stores that ship without rigs
  • AI-generated meshes — output from text-to-3D or image-to-3D tools that don’t include rigging
  • Game-ready models — characters built for a specific engine that need a skeleton before animation

Requirements: bipedal humanoid mesh in FBX or GLB format, in a T-pose or A-pose, with feet planted on the ground.

What you get

  • A fully rigged version of the mesh you uploaded — skeleton and skin weights included
  • Standard formats: FBX and GLB
  • The mesh deforms with the skeleton out of the box — no manual weight painting needed
  • The rigged character is immediately compatible with Uthana’s text-to-motion models and with retargeting in any engine or DCC
  • Typical processing time: under 30 seconds

What the rig includes (and doesn’t)

The output is a rigged mesh — a complete bipedal bone hierarchy positioned on your character, with vertex weights applied so the mesh deforms when the skeleton moves. This means you can apply animation and see your character move immediately, not just preview motion on a generic skeleton.

What’s not included: blend shapes or facial rig. For characters that need facial animation or corrective shapes, add those in your DCC after downloading.

Who this is for

  • Game developers with unrigged character assets who need to get them moving fast
  • Studios using AI 3D generation tools that produce meshes without skeletons — auto-rig bridges the gap between mesh generation and animation
  • Technical artists who want a fast first-pass rig to validate a character before investing in a production-quality setup
  • Tool builders creating pipelines where users upload characters and get animation-ready output — auto-rig is the rigging step

Intended use

This model is designed for rigging bipedal humanoid characters for use in games, film previs, VR/AR, interactive experiences, prototyping, and research. The output is a functional starting point — fast enough to unblock animation work immediately, and downloadable to refine for production.

Limitations

  • Bipedal humanoids only. The model places a standard bipedal skeleton. Quadrupeds, creatures, centaurs, characters with extra limbs, or non-humanoid body plans are out of scope.
  • T-pose or A-pose required. Characters in action poses, sitting, or with limbs in unusual positions will produce lower-quality rig placement. Re-pose your mesh before uploading.
  • Mesh quality matters. Non-manifold geometry, missing faces, or extremely low-poly meshes may reduce rig and weight accuracy. Clean meshes produce better results.
  • No facial rig. Body skeleton only — jaw, eyes, and facial bones are not placed.

How to use it

Via the Replicate playground

Upload a character mesh (FBX or GLB) and run. You’ll get back the same character, fully rigged and ready to animate.

Via the API

See the API tab for code examples in Python, Node.js, and HTTP.

After rigging

Once you have the rigged character, you can:

  • Animate it on Replicate by passing it to text-to-motion-vqvae-v1 or text-to-motion-diffusion-v2
  • Import into Unity — use the FBX with Humanoid rig retargeting to apply any animation
  • Import into Unreal — use the FBX with IK Retargeter
  • Import into Blender — use GLB or FBX with built-in retargeting or Auto-Rig Pro
  • Refine the rig — adjust bone positions or tweak vertex weights in your DCC if needed for a specific character

More from Uthana

Part of Uthana’s AI animation suite on Replicate:

For the full platform — 100,000+ motion library, DCC plugins, runtime SDKs, stitching, blending, looping, and enterprise features — visit uthana.com.

About Uthana

Uthana builds AI foundation models for human motion. The platform makes studio-quality character animation accessible to any team.

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