Rig a fella
for your game.
It runs in your browser. Nothing is uploaded.
No model handy?
What you get
- A skinned character. The mesh is bound to a 16-bone humanoid skeleton. Each bone is a pivot with no rest turn of its own, so animations fit a big-headed fella and a tall person alike.
- Game animations. Idle, walk, run, jump, crouch, punch, sword, shoot, block, hit, knockback, death and a few more. Pick the ones your game needs. Loops end in
_loop, which Godot reads as “repeat this”. - Names your engine knows. The first set is the usual choice for Unity and Godot. Mixamo and Unreal sets are there for pipelines already built around them.
- Ready to drop in. The origin is between the feet, on the ground. The character faces +Z, stands in a T-pose, and is the height you set, in metres.
- A VRM too. Make a VRM 1.0 file: the same skeleton in a T-pose facing +Z, with a thumbnail, your name as the author and who may use it filled in, for VTuber apps, VRChat and other VRM tools. A VRM carries no animations; the app brings its own.
How to place the joints
A fella has a huge head, no neck and noodle limbs, so the joints are yours to place. The tool makes a first guess from the model’s shape. Check the shoulders, elbows, wrists, hips, knees and ankles in the front view, then the side view, and drag any that are off. The bones move the clay that is nearest to them. If a hand drags the body along in the preview, move the shoulder or elbow a little further from the body.
What it doesn’t do yet
- Fingers, toes and face bones. A hand is one bone.
- Textures. Colour painted on the vertices, which is how Clayground paints, and plain material colours carry over. The paint goes into a small colour texture, because some engines and most VRM apps ignore vertex colour. Image textures on the file you drop in are left out.
- VRM extras. No face expressions, eye tracking or hair and cloth physics yet.
- Tails, wings and other extra limbs. They follow the nearest bone, so they move with the body but don’t swing on their own.
- Compressed files. GLBs squeezed with Draco or Meshopt aren’t opened; re-export without compression.
Where a GLB comes from
Clayground’s browser studio and Quest app both export GLB. To get a Quest export onto your computer, use the pairing code page. Want to look inside a file first? The GLB viewer does that.
The animations
The animations are Mesh2Motion’s human animation libraries, made by Quaternius and released as CC0, so you can use them in any project. They are retargeted onto your skeleton here.