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.

Rigging brief builder
For rigging 3D characters, plan model rigging and 3D model rigging requirements 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.
Describe humanoid, human, quadruped, creature, and non-humanoid anatomy so the Workspace brief reflects the target character instead of assuming a standard biped.
Capture skeleton check / validation needs with joint mapping, bone hierarchy review, pivot orientation cleanup, and contact lock constraints before any downstream bind is requested.
Document skinning and skin weights priorities, including locked feet or hands, shoulder and hip smoothing, and areas that should preserve volume during animation transfer.
Specify source motion, target character, idle, walk, run, combat, or cinematic motion categories, plus FBX / GLB delivery for Unity / Unreal / Roblox / Godot handoff.
No. It creates a structured SEELE AI Workspace brief for 3D rigging, automatic rigging, skeleton validation, skinning, and motion retargeting decisions.
It can describe humanoid, human, quadruped, creature, and non-humanoid targets with joint mapping, bone hierarchy, and pivot orientation requirements.
Name the source motion, target character, animation transfer goal, and motion style such as idle, walk, run, combat, or cinematic motion. Include rigging for animation, 3D character rigging, and 3D animation rigging requirements when they affect the final handoff.
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