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3D Models

Rig a 3D model: generate a skeleton and skin weights for an existing GLB so it can be animated. Accepts a URL or base64-encoded GLB in `model`. Synchronous: the call blocks while the rig is generated, then returns a downloadable `model_url` for the rigged GLB. rig_type selects the skeleton prior — general (default, any asset), humanoid (anime-style characters), game (classic game-character rigs), or the pinned humanoid templates for two-armed, two-legged characters: humanoid_template (standard 22-joint skeleton with named joints, required for animating from the preset library) and humanoid_template_hands (52 joints, five fingers per hand). joint_naming relabels the identified joints to a convention — smpl (default), mixamo, humanik, unreal, godot, rigify, or vroid — without changing the skeleton. Credits are charged only on success. Rigging is non-destructive to geometry but replaces any prior skeleton, so animations made against an old rig no longer apply. Requires an API key (user scope).

post/assets/3d-model/rig

Request body

modelstring required

URL or base64-encoded GLB to rig.

rig_type'general' | 'humanoid' | 'game' | 'humanoid_template' | 'humanoid_template_hands'

Which skeleton to build: general (any asset), humanoid (anime-style characters), game (classic game-character rigs), or the pinned humanoid templates with named joints required for the animation preset library — humanoid_template (22 joints) / humanoid_template_hands (52, five fingers per hand). Templates only suit two-armed, two-legged characters.

joint_naming'smpl' | 'mixamo' | 'humanik' | 'unreal' | 'godot' | 'rigify' | 'vroid'

Bone naming convention for the identified joints: smpl (default), mixamo (Unity's humanoid auto-mapper), humanik (same names unprefixed — Maya/MotionBuilder/FBX), unreal (UE mannequin), godot (SkeletonProfileHumanoid), rigify (Blender) or vroid (VRM). Purely a relabel — the skeleton is identical.

request_idstring

Optional client-provided id to retrieve the result later.

Response

Success

model_urlstring

URL to the rigged GLB (skeleton + skin weights baked in).

riggedboolean