Rigged characters, without the rigging.

A prompt, an image, or a mesh you already own — out comes a skeleton with solved skinning weights, as standard glTF or FBX.

Opens inBlenderUnityUnrealGodotMayathree.js
4mesh formats in
2standard formats out
40k–1.5Mface 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. That is why 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 character with its generated bone armature glowing through the meshThe same character as an unrigged, untextured clay mesh with no skeletonMeshRigged

Drag to reveal the generated skeleton

02Range

One model, every body plan

Humanoids, quadrupeds and creatures go through the same pipeline.

Illustrations of the kind of rig the pipeline produces.

03The studio

Three choices and a button

Pick a source, pick a poly budget, run it. The whole interface fits on one screen.

04How it works

Source in, rigged asset out

  1. 01

    Bring a source

    Type a description, drop in concept art, or upload geometry you already modelled.

  2. 02

    Geometry is built

    Text and images become a watertight textured mesh at the density you choose.

  3. 03

    The skeleton is solved

    Bones are predicted from the shape, then skinning weights are fitted per vertex.

  4. 04

    Export and animate

    Download glTF or FBX and open it anywhere. Nothing is locked to this account.

05The file

What lands in your downloads

Your geometry, untouched

Vertices and faces return exactly as they went in. Nothing is decimated or re-topologised behind your back.

A bone hierarchy

A topologically valid skeleton with named joints and real parent-child relationships — not a flat list of empties.

Per-vertex skinning weights

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

A standard container

glTF or FBX. No plugin, no proprietary wrapper, no account needed to open the file in two years.

06Integration

Drops into what you already use

Standard formats mean no importer to install and no SDK to learn.

import_rig.py
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 bone
07Trade-offs

Against doing it by hand

Manual riggingPantheon Rigs
Time per character2–6 hoursAbout 5 minutes
Skill requiredRigging experienceUpload a file
Weight paintingManual, per jointSolved automatically
Non-human shapesBespoke setup each timeSame pipeline
Cost per characterArtist time12 credits

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.

08Density

Choose the poly budget

Half a million faces looks great and animates badly. Pick for the job.

40kGame-ready40k faces — engine-ready, rigs fastestRecommended
150kStandard150k faces — balanced detail and rig time
500kHigh detail500k faces — hero assets and renders
09Who 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 in minutes, decide the camera, then commit to real assets.

XR and simulation

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

10Specifications

The details

Mesh formats in
.glb · .obj · .fbx · .vrm
Image formats in
JPG · PNG · WebP, up to 6MB
Formats out
glTF (.glb) · FBX
Face range
40,000 – 1,500,000
Textures
Optional PBR material generation
Geometry model
tencent/hunyuan-3d-3.1
Rigging model
aaronjmars/unirig-ai
Typical rig time
4 – 8 minutes per asset
11Pricing

Credits, not subscriptions

Buy what you need. You are only charged for runs that finish.

4Generate a meshFrom a prompt or an image. 6 at high detail.
8Rig a meshYour geometry or ours. Skeleton plus skinning weights.
12Prompt to riggedThe full pipeline in a single pass.

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.

12Questions

Before you sign up

What file formats can I upload for rigging?

GLB, OBJ, FBX and VRM meshes can be uploaded and rigged directly.

What do I get back?

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.

How long does rigging take?

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.

How many polygons should my character have?

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.

Is there a subscription?

No. Pantheon Rigs uses credits that you buy as needed, and you are only charged for runs that complete.

Can I use the results commercially?

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.

What happens if a run fails?

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.

Does it produce animation as well?

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.

Rig your first character free

New accounts start with credits on the house.

Create an account