Generate & auto-rig 3D characters.

Turn a prompt or one piece of concept art into a 3D character mesh, then solve a skeleton and per-vertex skinning weights on it.

RecipesHunyuan 3D — meshUniRig — skeleton & weights
A clay-shaded 3D character in a modelling viewport with its generated octahedral bone armature drawn through the body and limbs
Mesh + solved skeleton40,000 faces
2reviewed pipelines
4mesh formats accepted
40k–100kface count range
Nonesubscription
01The output

A skeleton that fits the shape it is given

Bones are placed from the geometry itself, not snapped to a fixed humanoid template. The same pipeline handles a dwarf, a robot dog and a cartoon dragon without per-category setup.

  • Joints land inside the volume, not on the surface
  • Limb chains follow the mesh, however many there are
  • Weights are fitted per vertex, not painted by hand
The same character with its generated octahedral bone armature drawn over the meshA clay-shaded character in a modelling viewport with no skeletonMeshRigged

Drag to reveal the generated skeleton

02Range

One pipeline, every body plan

Humanoids, quadrupeds and creatures go through the same two recipes.

Illustrations of the kind of rig the pipeline produces.

03The studio

Three choices and a button

Pick a source, pick a face budget, run it. The cost and your balance are on the run button before you press it.

Prompt

Cyberpunk street samurai with lightweight composite armor and a mechanical arm

Target faces
40k70k100kPBR materials
5 creditsGenerate 3D Mesh
Run
  1. 1 Queued
  2. 2 Processing
  3. 3 Storing outputs
  4. 4 Saved to library

The job keeps its identity across reloads, so a queued or uncertain run is never shown as finished and never charged twice.

04How it works

Source in, rigged asset out

  1. 01

    Bring a source

    Type a description of the character, or upload one concept image. Uploads are stored on your account before anything runs.

  2. 02

    Geometry is built

    Hunyuan 3D turns the prompt or image into a mesh at the face count you choose, with optional PBR materials.

  3. 03

    The skeleton is solved

    Pick a generated or uploaded mesh and run UniRig: it predicts a bone hierarchy and fits skinning weights per vertex.

  4. 04

    Download and keep

    Every finished run is saved to your library with its files. Download links are re-signed on demand.

05The file

What lands in your library

A stored 3D mesh

The geometry the recipe produced, saved as a durable asset on your account rather than a link that expires.

A predicted bone hierarchy

UniRig places joints from the shape it is given, so quadrupeds and creatures go through the same pipeline as humanoids.

Per-vertex skinning weights

Each vertex is bound to the bones that move it, so the mesh deforms instead of shearing at the joints.

The files, exactly as returned

You download what the pipeline produced. Nothing is re-exported, converted or repackaged on your behalf.

06Density

Choose the face budget

A denser mesh looks better in a still and animates worse. Pick for the job.

40kGame-ready40k faces — the default, and the fastest to rig afterwards.Default
70kBalanced70k faces — more surface detail, still a sane rig target.
100kCinematic100k faces — the ceiling of this recipe, best for stills.
07Who uses it

Built for people shipping on a deadline

Indie game teams

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.

Previz and animatics

Blocking a shot does not need a production rig. Get something posable quickly, decide the camera, then commit to real assets.

XR and simulation

Bulk-rig generated or uploaded characters so they deform properly instead of sliding around as rigid bodies.

08Specifications

The details

Mesh formats in
GLB, OBJ, FBX or VRM
Image formats in
PNG · JPG · WebP, 128–5000 px, up to 6 MB
Prompt length
1 – 1,024 characters
Face count
40,000 – 100,000 (default 40,000)
Textures
Optional PBR material generation
Geometry recipe
hunyuan_3d v1
Rigging recipe
unirig v1
Files out
The stored files each recipe returns

An 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, and check the returned files against your own pipeline — no conversion or export format is guaranteed.

09Pricing

Credits, not subscriptions

Buy credits up front and spend them per run. Signing up grants zero credits.

53D Mesh GenerationGenerate a downloadable 3D asset from a text prompt or reference image.
3Automatic RiggingAttempt skeleton generation and skinning weights on a supported 3D mesh.
8Prompt to rigged characterOne mesh generation followed by one rigging run.
Starter Pack$15100 credits
  • 100 credits for 3D modeling and rigging
  • Approx. 20 mesh generations or 33 rigs
  • Credits never expire
Studio Pack$39300 credits
  • 300 credits for asset batches
  • Approx. 60 mesh generations or 100 rigs
  • Best value per generation
Production Pack$95800 credits
  • 800 credits for full game and anim pipelines
  • Approx. 160 mesh generations or 266 rigs
  • Highest credit volume
See credit packs and buy
10Questions

Before you sign up

What can I give it as a source?

For mesh generation: one text prompt of up to 1,024 characters, or one uploaded concept image (PNG, JPG or WebP, 128–5,000 px, up to 6 MB). For rigging: a mesh you generated here, or one you upload as GLB, OBJ, FBX or VRM.

What do I actually get back?

Stored, downloadable 3D files — the ones the recipe returns. We do not promise a particular container, a conversion, or an export tuned for a specific engine. Check the files against your pipeline before you build on them.

Does it produce animation?

No. The rigging run predicts a skeleton and solves skinning weights. Motion is not generated. Animate it yourself or drive it with a motion library your engine already uses.

How many faces should I ask for?

Between 40,000 and 100,000. The default of 40,000 is the right choice for anything you intend to rig and animate; denser meshes look better in stills and are slower to work with.

How long does a run take?

Both recipes run on GPUs that start on demand, so a run is minutes rather than seconds. The studio keeps your job identity across reloads, so you can close the tab and come back to it.

How does billing work?

Credits, bought up front, with no subscription. Signing up grants zero credits. Each submitted run is charged at the rate shown on the button before you press it.

What happens when a run fails?

Failed and cancelled runs are reconciled by the platform and the run stays in your history with its real status. The studio never shows a queued or uncertain run as a finished result.

Rig your first character

Draft a prompt now, create an account when you want to run it, and add credits at the rate on the button.