AutoRig3D

AutoRig3D is coming soon — a fast, local-first rigging pipeline that runs in your browser.

Status Temporary landing page (deployment in progress)

What AutoRig3D will do (coming soon)

  1. Import Bring in your character model and preview it.
  2. Rig Builder Detect or build a skeleton, with explainable suggestions.
  3. Skinning Bind the mesh to bones and refine weights.
  4. Validation & Export Validate deformations and export for your engine workflow.

If your model is already rigged, AutoRig3D will ask whether to keep or reset the existing rig before continuing.

Formats (what makes it different)

Built for smooth handoff to common DCC + engine workflows (Unity/Unreal/Blender). Supported formats will evolve as the app rolls out.

Planned import: .glb / .gltf
Planned animations: .bvh
Targets: Unity / Unreal
DCC: Blender
Export: engine-ready workflow

Technology (why it’s hot)

Rust + WebAssembly A fast, stable core compiled to WASM to run directly in the browser.
Offline / local-first As much as possible runs on your machine: import, preview, rigging/validation. Less waiting, more control.
Formats & pipeline Focused on modern, engine-friendly formats (e.g., GLB/GLTF). Final export is planned in the last tab.
Why we’ll be better Guided wizard UI, an explainable rig, and a performance-first approach (Rust/WASM) to keep workflows smooth even on heavier scenes.
Local-first
Rust/WASM
GLB/GLTF
Explainable rig
Performance

This page is intentionally standalone (no build, no dependencies) so you can deploy it by copying a folder to a VPS.