A prompt, an image, or a mesh you already own — out comes a skeleton with solved skinning weights, as standard glTF or FBX.
Bones are placed from the geometry itself, not snapped to a fixed humanoid template. That is why the same pipeline handles a dwarf, a robot dog and a cartoon dragon without per-category setup.
The same character as an unrigged, untextured clay mesh with no skeletonMeshRiggedDrag to reveal the generated skeleton
Humanoids, quadrupeds and creatures go through the same pipeline.
Illustrations of the kind of rig the pipeline produces.



Pick a source, pick a poly budget, run it. The whole interface fits on one screen.
Type a description, drop in concept art, or upload geometry you already modelled.
Text and images become a watertight textured mesh at the density you choose.
Bones are predicted from the shape, then skinning weights are fitted per vertex.
Download glTF or FBX and open it anywhere. Nothing is locked to this account.
Vertices and faces return exactly as they went in. Nothing is decimated or re-topologised behind your back.
A topologically valid skeleton with named joints and real parent-child relationships — not a flat list of empties.
Every vertex bound to the bones that move it, so the mesh deforms instead of shearing at the joints.
glTF or FBX. No plugin, no proprietary wrapper, no account needed to open the file in two years.
Standard formats mean no importer to install and no SDK to learn.
import bpy
# The export is plain glTF — no add-on required.
bpy.ops.import_scene.gltf(filepath="character.glb")
armature = next(o for o in bpy.context.scene.objects if o.type == "ARMATURE")
mesh = next(o for o in armature.children if o.type == "MESH")
print(len(armature.data.bones), "bones")
print(mesh.vertex_groups.keys()) # one group per deforming boneAn automated rig is a strong starting point, not a substitute for a technical animator on a hero character. Expect to hand-correct weights around problem joints.
Half a million faces looks great and animates badly. Pick for the job.
You can model. You cannot spend three days weight-painting every NPC. Rig the background cast in an afternoon and hand-finish only the hero.
Blocking a shot does not need a production rig. Get something posable in minutes, decide the camera, then commit to real assets.
Bulk-rig scanned or generated props and characters so they deform properly instead of sliding around as rigid bodies.
Buy what you need. You are only charged for runs that finish.
Rigging runs on a GPU that spins up on demand — a few minutes per asset, not seconds. Close the tab if you like; results land in your library.
GLB, OBJ, FBX and VRM meshes can be uploaded and rigged directly.
A standard glTF or FBX file containing the original geometry, the predicted bone hierarchy and per-vertex skinning weights. There is no proprietary wrapper, so it opens in Blender, Unity, Unreal and Godot.
Rigging runs on a large GPU that starts on demand, so expect roughly four to eight minutes per asset. You can close the tab; results are saved to your library.
Around 40,000 faces is recommended for anything you plan to animate. Denser meshes look better in stills but are slower to rig and heavier in a game engine.
No. Pantheon Rigs uses credits that you buy as needed, and you are only charged for runs that complete.
Yes. You own the meshes and rigs produced for you and may use them in commercial projects. You are responsible for holding the rights to anything you upload as a source.
Failed and cancelled runs are not charged. If a two-stage run fails at the rigging step, the generated mesh is still saved to your library so the credits you already spent are not lost.
No. You get a rigged character — skeleton and skinning weights — not motion. Animate it yourself, or drive it with any motion library your engine already uses.