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Turn static humanoid 3D meshes into animated biped assets with standard Mixamo-compatible armatures and baked motion clips in seconds
From static humanoid GLB to fully weighted bone armature with baked motion clips in three simple steps.
Mixamo-compliant skeletal hierarchies, sub-minute vertex skinning, and a library of over 600 motion presets built for real-time engines.
Explore rigged and animated humanoid meshes demonstrating clean joint weights, in-place locomotion, and dynamic action clips.
Built for indie game studios, technical animators, digital fashion artists, and web creators needing instant 3D character rigging.
Submit static humanoid characters in GLB format oriented along the forward +Z axis. For optimal bone placement and vertex skinning, use clean T-pose or A-pose geometry with separated limbs and distinct fingers, keeping polygon counts between 100K and 300K.
When animation baking is enabled, you can choose from over 600 pre-authored motion clips—spanning locomotion, combat, dances, and gestures—baked directly into the exported GLB. The library includes dedicated in-place locomotion variants designed for standard game-engine root-motion systems.
Yes. The generated armature uses standard Mixamo-compatible biped joint hierarchies and linear skin weights, making it directly compatible with Blender, Unity, Unreal Engine, and web 3D viewers.
Avoid quadrupeds, non-humanoid creatures with extra limbs, vehicles, and meshes with fused fingers or crossed limbs. Characters wearing heavy multi-layered clothing requiring dedicated cloth physics simulations are also not supported.
Providing an accurate physical height in meters (such as 1.7m for a standard human adult) directly calibrates the joint estimation engine, ensuring correct pivot placement for the hips, knees, and ankles across varied character proportions.
Turn static humanoid 3D meshes into animated biped assets with standard Mixamo-compatible armatures and baked motion clips in seconds
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