Weighted Deformation Mesh
A bound character with normalized vertex influences and pose tests for bends, twists, volume, and unintended movement.
Try it nowUse an online 3D rigging workflow to plan humanoid joints, initial skin weights, IK/FK controls, deformation tests, and export preparation in Seele AI.
Start with free starter credits
Shape an idea, make it playable, and share it with the people who will play.

Start with a spark, a world, or a what-if worth exploring.

Turn the idea into a prompt with a player, a goal, and a core loop.

Shape the characters, environments, and systems that make it playable.
Try the game, tune the experience, and get it ready to share.
Invite others to explore the world you made.
Examples
Start with a direction that resembles your project, then change the mechanics, look, or audience before you build further.
AdventureAdventure GamePlay game ↗
ShooterWarcom: Neon BreachPlay game ↗
ActionOld Gods RunPlay game ↗
CasualCaution! Egg on the Car RoofPlay game ↗
RunnerNeon Night Rush: Barrier DashPlay game ↗
PuzzleMuseum ExhibitionPlay game ↗
SimulationMilky Way Idle 3DPlay game ↗
CasualSnowfall & Starry GiftsPlay game ↗
RPGCrownfall-The-Three-Realms-CoverPlay game ↗
SimulationFLYING CARPlay game ↗Give an Online 3D Rigging enough context to make the result specific, then test the part that matters to your project.
Provide the 3D character and state body proportions, required joints, naming, root-motion convention, and target engine. Seele uses the prompt to prepare an editable armature and control plan around the character.
Inspect joint centers and skin weights while testing shoulders, elbows, wrists, hips, knees, ankles, spine, and twist chains. The rigging pass binds the mesh and exposes IK/FK controls for diagnostic poses.
Correct deformation, confirm IK/FK matching, bake unsupported controls, and import a test animation into the target engine. The handoff prepares the deformation skeleton and export settings requested in the prompt.
Why use it
Focus on the parts of the idea that need a concrete result before the next decision.
A bound character with normalized vertex influences and pose tests for bends, twists, volume, and unintended movement.
Try it nowAnimator-facing limb controls plus a deformation-skeleton handoff that can be baked and checked in the target engine.
Try it nowYou define who the experience serves and what a successful result needs to do.
Choose what comes next
The page can organize a proposal, but people still decide what is accurate, original, usable, and ready for the next stage.
You define who the experience serves and what a successful result needs to do.
You check factual fit, originality, continuity, accessibility, and whether the pieces work together.
You decide what is ready for implementation, sharing, publishing, or another round of work.
Who it is for
creators, designers, and small teams can use this page to make one project decision easier to test before a larger build or launch.
Use an Online 3D Rigging when you need to see how an idea, interaction, asset, or release path might work.
Put the audience, desired result, and constraints beside one proposal so the team can discuss the same idea.
Review quality, continuity, accessibility, rights, and publishing requirements before using the result in a real project.
A clearer first move
A useful first result gives the next decision something concrete to react to, without hiding the work that still needs human ownership.
FAQ
Automatic character rigging uses software-assisted steps to place a skeleton, bind a mesh, calculate initial skin weights, and prepare controls. The result is a starting rig, not a guarantee of production-ready deformation. Joint placement, weight transitions, control behavior, and export compatibility still need review on the actual character.
Place joints around the character’s real rotation centers: hips at the pelvis, knees and elbows on their bend axes, ankles at the foot pivot, shoulders at the clavicle and upper-arm transition, and fingers at each knuckle. Test placement in multiple poses because a joint that looks correct in a neutral pose can still collapse the mesh when bent.
Test shoulders, elbows, wrists, hips, knees, ankles, neck, and facial or finger areas if included. Inspect both extreme and ordinary poses for collapsing volume, candy-wrapper twists, pinching, unintended influence, and left-right asymmetry. Correct the vertex groups or weight maps before approving the bind.
Describe the job, test one version, and decide what to do next inside SEELE AI.
Start creating