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.

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.
A clay-shaded character in a modelling viewport with no skeletonMeshRiggedDrag to reveal the generated skeleton
Humanoids, quadrupeds and creatures go through the same two recipes.
Illustrations of the kind of rig the pipeline produces.



Pick a source, pick a face budget, run it. The cost and your balance are on the run button before you press it.
Cyberpunk street samurai with lightweight composite armor and a mechanical arm
Target facesThe job keeps its identity across reloads, so a queued or uncertain run is never shown as finished and never charged twice.
Type a description of the character, or upload one concept image. Uploads are stored on your account before anything runs.
Hunyuan 3D turns the prompt or image into a mesh at the face count you choose, with optional PBR materials.
Pick a generated or uploaded mesh and run UniRig: it predicts a bone hierarchy and fits skinning weights per vertex.
Every finished run is saved to your library with its files. Download links are re-signed on demand.
The geometry the recipe produced, saved as a durable asset on your account rather than a link that expires.
UniRig places joints from the shape it is given, so quadrupeds and creatures go through the same pipeline as humanoids.
Each vertex is bound to the bones that move it, so the mesh deforms instead of shearing at the joints.
You download what the pipeline produced. Nothing is re-exported, converted or repackaged on your behalf.
A denser mesh looks better in a still and animates worse. 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 quickly, decide the camera, then commit to real assets.
Bulk-rig generated or uploaded characters so they deform properly instead of sliding around as rigid bodies.
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.
Buy credits up front and spend them per run. Signing up grants zero credits.
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.
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.
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.
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.
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.
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.
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.
Draft a prompt now, create an account when you want to run it, and add credits at the rate on the button.