SSEELE AI
64 computeOpen
Perspective
TopologyClean quads98.4%
Bone count74 mapped6 optional
RiggabilityReadyIK pass

Operational preview: configure, validate, retarget.

Rig check ready · quadruped profile loaded

Rigging brief builder

3D Rigging and Motion Retargeting Workbench

Plan a 3D rigging and motion retargeting brief without claiming browser-side processing: define automatic rigging / auto-rig intent, skeleton check validation, joint mapping, bone hierarchy, pivot orientation, skinning rules, source motion, and target character requirements before opening Workspace.

ValidateSkeleton check / validation · Joint mapping · Bone hierarchy · Pivot orientationBindAutomatic rigging / auto-rig · Skinning · Skin weights · Contact lockTransferMotion retargeting · Animation transfer · FBX / GLB · Unity, Unreal, Roblox, Godot handoff

Character profile

Describe humanoid, human, quadruped, creature, and non-humanoid anatomy so the Workspace brief reflects the target character instead of assuming a standard biped.

Skeleton validation

Capture skeleton check / validation needs with joint mapping, bone hierarchy review, pivot orientation cleanup, and contact lock constraints before any downstream bind is requested.

Skinning expectations

Document skinning and skin weights priorities, including locked feet or hands, shoulder and hip smoothing, and areas that should preserve volume during animation transfer.

Motion handoff

Specify source motion, target character, idle, walk, run, combat, or cinematic motion categories, plus FBX / GLB delivery for Unity / Unreal / Roblox / Godot handoff.

3D riggingautomatic rigging / auto-rigskeleton check / validationhumanoid / human / quadruped / creature / non-humanoidjoint mappingbone hierarchypivot orientationskinning / skin weights / contact lockmotion retargetinganimation transfersource motiontarget characteridle / walk / run / combat / cinematic motionFBX / GLBUnity / Unreal / Roblox / Godot handoff

Rigging FAQ

Does this page perform 3D rigging or auto-rig processing?

No. It creates a structured SEELE AI Workspace brief for 3D rigging, automatic rigging, skeleton validation, skinning, and motion retargeting decisions.

What character types can the brief describe?

It can describe humanoid, human, quadruped, creature, and non-humanoid targets with joint mapping, bone hierarchy, and pivot orientation requirements.

What motion retargeting details should I include?

Name the source motion, target character, animation transfer goal, and motion style such as idle, walk, run, combat, or cinematic motion.

Which handoff formats and engines are covered?

The brief can call out FBX and GLB handoff expectations for Unity, Unreal, Roblox, and Godot pipelines.

Turn the rigging plan into a Workspace brief.

Open Workspace