New · Rig Lab · Free

Turn a T-pose model into a
rigged, animated character.

Load a static T-pose or A-pose humanoid GLB — one from Image to 3D works perfectly, or click one of the two demo models built into the tool — and Rig Lab finds the skeleton, skins the mesh and generates walk, run, idle and wave clips. The rigging all runs right in your browser: no credits, and a model you pick off your own disk is never uploaded to us. Export a rigged GLB for Unity, Godot, Unreal or Blender.

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Static T-pose
Rigged & animated
Idle Walk Run Wave

What it is

A static model in, a rigged character out — in your browser.

No Blender, no Mixamo round-trip, no credits. Load a T-pose or A-pose humanoid GLB and Rig Lab detects the skeleton, skins the mesh and hands you an animated, engine-ready character — all client-side, so nothing ever leaves your machine.

Auto-detected skeleton

Rig Lab reads your mesh and works out where the hips, spine, arms and legs go — you get a full humanoid skeleton placed automatically, no bone-painting by hand.

Procedural animations

Once the mesh is skinned, Rig Lab generates ready-to-play idle, walk, run and wave clips so you can see the character move the moment it's rigged — no keyframing required.

Engine-ready GLB out

Export a single rigged GLB with the skeleton, skin weights and clips baked in — it imports straight into Unity, Godot, Unreal and Blender. Open standard, no plugin.

How it works

Load a model, refine the joints, rig it, export.

01 — Load

Load a humanoid GLB

Drop in a static T-pose or A-pose humanoid GLB — one from Image to 3D is ideal. Works best on a single upright figure with arms held clear of the torso.

02 — Refine

Check the joints

Rig Lab auto-detects where the skeleton joints sit and drops a marker on each one. Nudge any marker by dragging it until the skeleton lines up with your mesh.

03 — Rig

Rig & preview

Skin the mesh to the skeleton in a click, then play back the generated idle, walk, run and wave clips right in the viewport to check the deformation looks right.

04 — Export

Download the rigged GLB

Export a single GLB with the skeleton, skin weights and animation clips baked in — ready to drop into Unity, Godot, Unreal or Blender.

What's inside

Built to get a character moving fast.

Everything you need to take a bare mesh to a moving character, and the honest limits worth knowing before you load a model.

Automatic joint detection

Load a mesh and Rig Lab estimates the full humanoid joint layout for you — hips, spine, shoulders, elbows, hands, knees and feet — as a starting rig you can adjust.

Drag-to-refine markers

Every joint is a marker you can grab and move. When the auto-detect isn't spot on, drag it into place and the skeleton follows — no numbers to type, no rig graph to edit.

Automatic skinning

Rig Lab binds the mesh to the skeleton and computes the skin weights for you, so the surface deforms sensibly as the character moves — no weight painting to slog through.

Idle, walk, run & wave

Four procedural clips are generated with the rig and play instantly in the preview — a quick way to sanity-check the skinning and to ship a character that already moves.

Private by design

The rigging itself runs client-side. Pick a model off your own disk and it isn't uploaded anywhere — the rig is built on your machine and stays there until you export it.

Know the limits

Rig Lab is tuned for a single upright humanoid in a T or A-pose with arms clear of the torso. Props, creatures and crossed-arm poses won't rig well, and fingers aren't individually rigged.

Pricing

Free — no credits, no server, no catch.

Rig Lab is the one tool in the suite that doesn't touch your credit balance. Because the rigger runs entirely in your browser, there's nothing to meter — sign in and rig as many models as you like, as often as you like, at no cost.

No credit cost

Rigging and exporting cost nothing. There's no per-model charge and no allowance to run down — Rig Lab never debits your wallet.

Nothing uploaded

Pick a model off your own disk and it is read straight into the page — never sent to us. The whole rig, from detection through skinning to animation, is computed on your device. (Load one from the 'My models' panel instead and that file is already on your account, so it comes back over the network.)

Yours to keep

Rigged characters you export are yours — no watermark, no ownership claim, nothing charged to export. Rigging runs in your browser: your own model stays yours to ship, and a character from our AI generators is yours to use commercially — in games you sell, client work and marketing — with or without a plan.

Need a model to rig? Generate a game-ready T-pose humanoid with Image to 3D, then bring it straight into Rig Lab.

Want to animate it, not just rig it? AnnoMotion Skeleton is the full studio: the same in-browser skeleton fit, plus a keyframe timeline with named clips, weight painting, and a glTF export carrying engine presets for Unity, Unreal and Godot. The editor is free; the optional AI auto-rig and generating a model from a description spend credits, and the full motion library comes with a subscription.

FAQ

Rig Lab, answered.

Is Rig Lab really free?

Yes — it doesn't spend any credits. The rigger runs entirely in your browser, so there's no server cost to pass on. Sign in and rig as many models as you like at no charge.

What kind of model should I load?

A static T-pose or A-pose humanoid GLB — a single upright figure with the arms held clear of the torso. Models from Image to 3D generated in a T-pose are ideal. Props, creatures and crossed-arm poses won't rig well.

Which engines does the rigged model work with?

Rig Lab exports a standard GLB with the skeleton, skin weights and clips baked in, so it drops straight into Unity, Godot 4, Unreal and Blender. It's an open standard — no proprietary container and no plugin.

What animations do I get?

Rig Lab generates idle, walk, run and wave clips procedurally when it rigs the mesh. They play in the preview so you can check the skinning, and they're included in the exported GLB.

Are the fingers rigged?

No — Rig Lab rigs the main humanoid skeleton (hips, spine, arms, legs, hands as single joints) but doesn't rig individual fingers. If you need finger control, add it in Blender after export.

Does my model get uploaded?

Not one you pick off your own disk. It is read straight into the page, and joint detection, skinning and animation are all computed in your browser — the file isn't sent to our servers, and the rigged GLB is only ever saved when you choose to export it. Two things do cross the network, and both are downloads rather than uploads: the "My models" button fetches back a file already stored on your account, and the demo models are two meshes we ship that your browser pulls in like any other page asset.

Can I use the rigged characters commercially?

Yes. Anything you rig and export is yours to ship — in commercial games, client work and marketing — subject to applicable law and our AI provider's policies. We don't claim ownership of your outputs and we don't watermark exports.

Get your T-pose model moving.

Load a humanoid GLB, refine the joints, rig it and export an animated character — all in your browser, all for free. No credits, no card, and your own file never uploaded.

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