A model is not a character
until it moves.
AnnoMotion Skeleton is the step between the two. Make a model right here from a description or photos, take the plain humanoid body it builds for you, or bring a model of your own — then fit a skeleton to it, refine the joints and animate it on a real timeline, as many named clips as you need. Export a rigged, animated glTF with engine presets for Unity, Unreal and Godot, or render the same clips out as a 2D sprite sheet. The editor runs in your browser, and a model file you open from your own disk is never uploaded. The paid parts are marked where you meet them: the AI auto-rig, the motion library beyond its five free clips, and generating a model from a description or photos.
Export preset
Skeleton · Humanoid
- Hips
- Spine
- RightShoulder
- RightArm
- LeftUpLeg
What it is
Rig a 3D model in your browser, then animate it.
Generating a mesh is the easy half now. What is still fiddly is everything after it — a skeleton that fits, weights that do not tear at the shoulders, clips that loop, and a file your engine will actually accept with the axis and the units the right way round. Skeleton is that half, in one browser tab.
A skeleton that fits your mesh
It reads the model, finds the symmetry plane and the forward axis, and places a humanoid skeleton with Mixamo-compatible bone names for you, with finger bones if you want them. Then you drag any joint you disagree with — with a live 3D ghost showing where it actually landed, not just where the marker is on screen.
Check it before you animate it
Weights are painted for you, then a bend test drives the arms up, into a deep squat and through a spine twist so you can see the tearing before you have keyframed anything. A weight heatmap points at the bone responsible.
A real keyframe timeline, not four presets
Keyframe the rig yourself on a dope sheet: as many named clips as you need, per-clip looping and root motion, an onion-skin ghost either side of the playhead, and a trajectory line per joint so you can see the arc a hand is travelling through.
Presets for the engine you actually use
One dropdown sets the bone naming scheme, the root bone and which way the character faces for glTF, Unity, Unreal or Godot — and changes the viewport gizmo to match, so the thing you are looking at is the thing you will get.
From a 3D model to a sprite sheet
Render any animation out as a 2D sheet — a turntable of 1 to 16 directions at the camera angle your engine uses, one bounding box across every frame and the pivot taken from the hip bone. The only route into an engine with no 3D skeletal import.
A free rigging tool, and your model file stays with you
The fit, the skinning, the playback, the glTF writer and the sprite renderer all run in your browser. A model file you drop in never leaves your machine and there is no queue to wait in. Two optional AI actions spend credits: the AI auto-rig, which sends a saved model off to be rigged for you, and making a model from a description or photos — the photos are uploaded so one can be generated for you. The full motion library comes with a subscription.
How it works
Open it, rig it, animate it, ship it.
Four steps, and the third one loops for as long as you keep having ideas about how the character should move.
Start blank, or with a body
Describe the model you want or give it a photo — it is generated onto the stage, which spends credits — or take the plain humanoid body Skeleton builds for you, pick one of your own generated models, or drop a .glb from your disk, which is read in the browser, not uploaded. A pre-flight check reports the pose, the scale in metres, the forward axis and how sure it is about the symmetry, with one action to straighten all of it out.
Fit the skeleton
A humanoid rig with Mixamo-compatible bone names is placed automatically, with or without finger bones. Drag the joints you disagree with, mirror one side onto the other, then let it paint the weights and run the bend test before you go any further.
Keyframe it on the timeline
Pose the rig, set a key, move along the strip and pose it again. Name your clips, loop them, choose whether each one exports its travel, and use the onion skins and the joint trajectory lines to see whether the motion actually reads.
Export a rigged, animated GLB
Pick the preset for the engine you are targeting and export a rigged, animated .glb with every clip inside it — or render the clips out as sprite sheets and take the zip, which carries the PNGs, an Aseprite-style frame JSON, Unity sprite pivots, a Godot SpriteFrames resource and a manifest of the lot.
Engine presets
glTF, pointed at the engine you actually use.
Skeleton exports glTF — a .glb with the skeleton, the weights and every clip inside it. That is the format a browser can honestly write with animation in it, and it is what Unity, Unreal, Godot and Blender all import. The preset is what makes the same file land correctly in each of them: it sets the bone naming scheme, writes the root bone that engine expects and turns the character to face the way that engine authors in — and it moves the viewport gizmo to match.
glTF
Y-up · +Z forward · metres
The spec-canonical default, with Mixamo-compatible bone names. Right for Blender, for three.js, for anything that reads glTF straight, and the one to pick when you are not sure.
Unity
Y-up · +Z forward · metres
Unity imports this as a Generic rig, not a Humanoid one — glTF has no way to carry a Humanoid Avatar, so clips play through the legacy Animation component rather than Mecanim. Everything else arrives intact. The preset says so on screen too.
Unreal
Y-up · +Z forward · metres
Written spec-canonical, because a glTF is not allowed to be anything else — Unreal's importer applies its own Z-up and centimetre conversion on the way in, so a file that had been converted here would arrive turned and scaled twice. The preset supplies what the importer cannot infer: the bones renamed to the UE5 mannequin scheme, globally unique because UE5 hard-fails on duplicates, and a root bone at the origin so root motion has something to attach to.
Godot
Y-up · −Z forward · metres
Metres and Y-up, turned to face −Z the way Godot's own nodes do, and named with the Unity HumanBodyBones list — which is the same list Godot 4 calls SkeletonProfileHumanoid, so its importer has something to map against without you renaming anything by hand.
Built for
Characters that have to end up in something.
For the point where you have a model and a deadline, and the honest options are a week in Blender, a round trip through a third-party rigger, or shipping a statue.
Your generated models
The 3D tools here make a mesh. This is what turns one into something that walks — the same account, the same library, no export and re-import in between.
Game jams
Rig and animate a character in the time it would take to install a DCC, and get a .glb your engine opens on the first try.
Prototype movement
Rough in a walk, a hit reaction and a death, see how they read in-game, then come back and refine the ones that were not convincing.
2D games from 3D characters
Animate once in 3D, then render the sheets for every direction you need — consistent lighting, consistent size, a stable pivot.
Engines that are fussy about bone names
Every export renames the skeleton to the scheme you pick — Mixamo-compatible, Unity and Godot, or UE5 mannequin — so the file arrives carrying the names that engine looks for, all of them unique.
Learning to animate
Onion skins, trajectory lines and a weight heatmap are the affordances that make animation legible, and they are all here without a licence.
Free to rig and animate, with optional extras
Not a trial: rigging, weighting, the timeline and every export are free, because nothing in them calls a model or a server. You need an account so your projects have somewhere to live. Three things are extra, and each is marked where you meet it. The AI auto-rig will fit and skin the skeleton for you instead of you doing it by hand — a real provider bill, so it spends credits, and never the only way to get a rig. Describing a model on a blank canvas has one generated for you, and that spends credits too. And the full motion library comes with a subscription; five of its animations are free to everyone. If you want the movement generated too, Text to Motion does that from a description.
Either side of it
Where Skeleton sits in the pipeline.
Skeleton is the middle of a chain: something has to make the mesh, and something has to happen to it afterwards. These are the tools on either side, and the one that will generate a movement for you if you would rather not keyframe it yourself.
Image to 3D
Make the mesh from a reference photo in the Create step, then rig it right here.
Inside: CreateText to 3D
Describe the character instead and the mesh is made on the stage, with no reference image needed.
AlongsideRig Lab
Fits a skeleton to a humanoid GLB and previews four stock moves. Skeleton is the studio where you keyframe your own clips, name them and pick the engine preset.
Instead of keyframingText to Motion
Describe a movement — a walk cycle, a jump, a wave — and have the animation generated for you. Like the 3D generators, it spends credits.
After3D → Sprite Renderer
Photographs a still model from 4 or 8 directions. Skeleton renders sheets from your own animated clips instead, up to 16 directions.
FAQ
Skeleton, answered.
What does Skeleton actually do?
It gives a 3D model a skeleton, and then lets you animate it. You do not need a model to start: open a blank canvas and describe the one you want, or give it a photo, and it is generated onto the stage — that spends credits — or start from the plain humanoid body Skeleton builds for you in the browser. A model you have generated here, or a .glb off your disk, works too. From there you fit a humanoid rig to the mesh, refine the joints by hand, let it paint the skin weights, then keyframe as many named clips as you need on a timeline — walk, idle, attack — and export the lot as one rigged, animated file. It is the step between having a model and having a character.
Do I have to upload my model?
No — and you do not have to have one. Open a blank canvas and describe the model you want, or give it a photo, and one is generated onto the stage for you, which spends credits. Or Skeleton can build a plain humanoid starter body for you in the browser, with nothing sent anywhere. Otherwise it opens a model straight from your own library of generated models, or takes a model file off your disk and reads it in the browser — there is no upload step for a model file, so a .glb you open from your own machine never leaves it. The skeleton fit, the skinning, the timeline and the export all run client-side as well. Two optional actions do not. Making a model sends your words to a 3D generator, or uploads the photos you chose for it and sends those — never a model file off your disk. And the AI auto-rig sends a model already stored in your library to a rigging service, which is the whole reason it is a separate, clearly-marked, paid action — it is never offered for a file you opened off your own disk, because that mesh only exists in your browser.
What does it export?
A glTF binary — a .glb — with the skeleton, the skin weights and every clip inside it, plus optional PNG sprite sheets. Not FBX, and we would rather say so on this page than in a tooltip after you have done the work: there is no browser-side FBX writer that can carry skinning or animation at all, so an FBX button here would have to quietly hand you something else. Unity, Unreal, Godot and Blender all import glTF directly.
Will it work in Unity?
Yes, as a Generic rig. This is a limit of the format rather than of the export: glTF has no way to carry a Humanoid Avatar, so Unity cannot build one from it and your clips play through the legacy Animation component instead of Mecanim. Everything else comes across — the skeleton, the weights and every clip. The Unity preset says this on screen as well, because it is the sort of thing that should not be a surprise.
And Unreal or Godot?
Both are straightforward. The Unreal preset writes the file the only way a glTF may be written — Y-up and in metres — and leaves the Z-up, centimetre conversion to Unreal, whose importer does it unconditionally because the file is not permitted to have done it already. What the preset adds is the part an importer cannot work out for itself: the UE5 mannequin bone names, and a root bone at the origin so root motion has something to attach to. The Godot preset keeps metres and Y-up, turns the character to face −Z the way Godot itself does, and uses the Unity HumanBodyBones names — the same list Godot 4 calls SkeletonProfileHumanoid, which is what its importer maps against. Picking a preset changes the export and the viewport gizmo together, so what you are looking at is what you will get.
What is the sprite sheet for?
For 2D. You can render any clip out as a sprite sheet — an orthographic turntable of 1, 4, 8 or 16 directions, at a side-scroller, isometric, true-isometric, action-RPG or top-down camera angle — with one bounding box across every frame so the character does not change size when it turns, and the pivot taken from the projected hip bone rather than the transparent edges, which is what stops the feet bobbing between animations. The zip carries the sidecars too: an Aseprite-style frame JSON, Unity sprite pivots, a Godot SpriteFrames resource, optional GameMaker strips and a manifest describing every file in it. It is the only route into an engine with no 3D skeletal import at all.
What kind of models can I rig?
Humanoids, standing in a T-pose or an A-pose, facing roughly forward. That is what the humanoid skeleton is shaped for, and the pre-flight check tells you what it found — the pose, the scale in metres, the forward axis and how confident it is about the symmetry plane — before you commit to anything, with one action to normalise the axis, the scale and the origin if they are off. Non-humanoid meshes are not what this profile is for. A prop — a door, a coin, a crate — can still be animated as one piece in Object mode, with no skeleton at all.
Is it really free?
Yes, with three clearly-marked exceptions. Fitting the skeleton, painting the weights, the whole timeline, the glTF export and the sprite renderer are free and always will be, because there is nothing to charge for: they run in your browser, no model runs and no server does the work. The first is the optional AI auto-rig, a single button inside the editor that hands your model to a rigging service and gets a finished, skinned skeleton back — that one is a real bill and it spends credits. You never have to press it; the manual route does the same job for nothing. The second is the motion library, a shelf of ready-made animations — walk, run, jump, pick up, attack — that you drop onto your rig as clips: five of them are free to everyone and the rest come with any subscription. You can watch every animation in it move before you decide, and you can always key your own by hand for nothing. The third is generating a model — describing it, or starting from photos, in the Create step — which sends your description or photos to a 3D generator and puts the result on the stage, a way to start with nothing of your own. That spends credits too, and the model it makes is saved to your models. The starter body is not one of the three: Skeleton builds it in your browser rather than asking a generator for it.
Does it work on a phone or tablet?
Yes. The editor lays itself out for the screen it is on. On a phone the stage sits at the top, the step you are on scrolls underneath it, and a bar along the bottom moves you between Create, Prepare, Rig, Animate and Export; on a tablet the panel sits beside the stage. Drag with one finger to orbit, pinch to zoom, and tap a joint — or press and hold on it — to select it. Detailed joint work and weight painting on a busy mesh are still easiest with a mouse and a bigger screen, and your project is saved, so you can start on a phone and finish on a computer. Any modern browser with WebGL runs it.
Give it a skeleton.
Make a model from a description or photos, take the starter body, or bring your own — then fit a rig to it, animate it on a timeline and export it for your engine, or as a sprite sheet. The editor runs in your browser; the AI auto-rig, generating a model and the full motion library are the paid extras.