Rigging

Automatically bind skeletons to humanoid and quadruped models, preparing characters for animation and export to Unity, Unreal, and other engines.


TL;DR

  • Automatically binds skeletons to humanoid and quadruped models.

  • Rigged models can be used directly for animation or exported to Unity/Unreal with Mixamo-compatible animation libraries.

  • Depends on clean topology: Remesh first, then Rig for best results.


When to Use

  • You want generated characters to move (walk, run, attack, etc.).

  • You need to import models into game engines with ready-to-use animations.


When NOT to Use

  • The model is not a character type (e.g., props, buildings, vehicles).

  • You need complex custom skeletons (facial expressions, tail physics) → Export and manually rig in DCC tools.


Step-by-Step

  1. Select a humanoid or quadruped character model.

  2. Enter the Rigging tool.

  3. The system automatically detects model type and assigns a skeleton structure.

  4. Preview bone binding and weight assignment.

  5. Test basic poses (T-pose, A-pose switching).

  6. Confirm and export as FBX (with rig) or proceed to Animate within Meshy.


Troubleshooting

SymptomCauseFix
Bone positions are offsetModel pose is non-standardEnsure the input model is close to T-pose or A-pose
Weight penetration (clipping)Topology too dense or unevenRemesh to a reasonable face count before rigging
Severe limb deformationAbnormal model proportionsEnsure character proportions are close to standard human body

FAQ

How do I rig a 3D character in Meshy?
Select a humanoid or quadruped model, open the Rigging tool, and Meshy auto-detects the type and assigns a skeleton.
What models can Meshy auto-rig?
Humanoid and quadruped characters. Props, buildings, and vehicles cannot be rigged.
Is Meshy rigging compatible with Unity and Unreal?
Yes. Rigged models export as FBX and work with Mixamo-compatible animation libraries in Unity and Unreal.
Should I Remesh before rigging?
Yes. Clean topology gives the most accurate bone binding and weight assignment, so Remesh first.
Can I rig a model for facial expressions or tail physics?
Not directly — for complex custom skeletons, export the model and rig manually in a DCC tool like Blender or Maya.

  • Animation — Proceed to animation after rigging

  • Remesh — Optimize topology before rigging