Now rigging animals · free · no account

Rig any creature.
Two legs or four.

An easy place to rig and animate — whatever shape your character is.
Drop in a raw mesh. A skeleton measures itself into it, weights bind, and it walks. Humanoids, animals, and any other creatures — without opening Blender, making an account, or hitting an export limit.

Rig your mesh — free

Chrome · Firefox · Edge — nothing to install, nothing uploaded

humanoid · 27 bones
Measured up its height, across 24 bands.
27 bones, before the extras.
quadruped · 30 bones + tail
Measured along its spine, nose to tail.
30 bones — 35 once the tail is found.

Four legs

The skeleton a quadruped actually has

A four-legged mesh is measured along its own spine. The hind leg gets its real three segments — the stifle is the knee, the hock is the ankle — and the tail is found on your mesh and given its own chain, wherever your character carries it. You still just drop the file in.

What comes out

Three spines, three gallops

There's no species to pick. Rig Bench reads how your animal's spine works at speed off the mesh itself, then builds the skeleton and the gait test to match.

Transverse gallop

Rigid spine

Heavy animals. The back stays a beam and the legs do the work.

Rotary gallop

Flexible spine

Typically predators. The back flexes and extends to add reach to every stride.

Double-suspension rotary

Hyper-flexible spine

Lightweight sprinters. The body leaves the ground twice per stride — once gathered, once extended.

Four-legged gait tests — walk, trot, gallop and idle — are retargeted from recorded animal motion and re-solved onto your own mesh's bone lengths, inside published horse, dog and cat joint ranges. A joint sitting a centimetre out of place shows up here, on your screen, instead of in engine.

The bench

Three steps, then it moves

Load a mesh, bind the skin, download the GLB — that's Rig Bench start to finish. Two more tools take it from there: pose it for reference, or blend and bake real motion onto it. Each takes what the last one made, and none of them asks you to install anything.

03 live / 02 in build
27 or 30 bones · extras · weights

Rig Bench

Live

rigging.lllcore.com

Rig any creature in your browser.

Drop an unrigged GLB and pick the body yours is closest to — humanoid (male or female), animal, or a rigged GLB of your own to copy. A 27-bone humanoid or 30-bone quadruped skeleton fits itself to your character's measured proportions, and you drag joints on the live stage until it sits right. Then add chains where the base ends: fingers, hair, wings, horns, ears, capes, weapon mounts — and on four legs a five-joint tail, added for you whenever the mesh has one. Measured chains for the parts that follow the mesh, painted regions for the parts that don't.

Binding is yours to tune, not a black box. Tightness and blend set how far each bone's influence reaches; switches keep the head rigid and stop weights bleeding across the centre line — or, on four legs, from a foreleg onto a hind one. Test motion plays on the build you picked, walk through gallop, so a bad shoulder or a wrong hock shows up here and not in engine. It either rides along in the download or stays out of it. Clean rigged GLB either way.

.glb.gltf rigged .glb
Open Rig Bench
COCO-18 · glb · vrm · fbx

Pose Bench

Live

posing.lllcore.com

Pose your character — not a generic mannequin.

Every other OpenPose editor poses a fixed dummy with body sliders, so your ControlNet input carries someone else's proportions. Pose Bench maps COCO-18 onto whatever skeleton is already in your file — GLB, GLTF, VRM or FBX, with Mixamo, Rigify, Unreal and generic humanoid naming recognised on sight — so the pose you export is your character's.

Drag a limb to bend it, or dial X, Y and Z in degrees when you need the exact angle, then mirror it to the other side in one click. Turn the mesh, the floor and the skeleton overlay on or off, and bring in the extra joints — spine, toes, hair — when the default 18 aren't enough. Export OpenPose on pure black, a matching depth map, or a plain render, at square, portrait and landscape SDXL sizes. Face points are a checkbox. Poses save as JSON and load straight back in.

.glb.gltf.vrm.fbx openpose .pngdepthrenderpose .json
Open Pose Bench
blend · bake · export

Mix Bench

Live

mix.lllcore.com

Blend clips by hand, then bake it in.

Stack clips as weighted layers — walk at 0.6, wave at 0.4 — and watch the mix on your own character as you drag. Pull motion in from another rig and bone names get matched for you, with the bind-pose difference corrected so nothing arrives twisted. Then bake: the blend you're looking at becomes real keyframes at 24–120 fps, with loop-safe cycle fitting and root-motion locks, so it survives the export instead of dying at the file boundary.

.glb.gltf.fbx.animpack animated .glb
Open Mix Bench

Also on the bench

Two more, off to the side

These don't sit in the character chain. They're here because they solve something nothing else free solves.

panorama → geometry

Scene Bench

Launching soon

scene.lllcore.com

Turn a 360 photo into a scene you can walk around.

A panorama plus a depth map becomes walkable geometry, straightened up by scene priors. No depth map? There's an AI depth mode for that.

360 .jpg walkable scene
Launching soon
one file, no viewer

Pack Bench

Launching soon

pack.lllcore.com

Send a whole 3D scene as one file.

Package a scene into a single HTML file that opens in any browser. Nobody needs a viewer, a plugin, or an account — they just open what you sent them.

.glb scene one .html
Launching soon

What goes in, what comes out

No surprises at the export button

Every tool states its formats up front. GLB comes out in your mesh's original units — one armature, one skinned mesh per material.

ToolTakesGives backRuns
Rig Bench.glb · .gltfrigged .glb — 27-bone humanoid, or 30-bone quadruped (35 with a tail)In your browser
Pose Bench.glb · .gltf · .vrm · .fbxopenpose .png · depth · render · pose .jsonIn your browser
Mix Bench.glb · .gltf · .fbx · .animpackanimated .glbIn your browser
Scene Bench360 .jpg · depth mapwalkable sceneIn your browser
Pack Bench.glb scenesingle .htmlIn your browser

Two legs or four

Humanoids and quadrupeds are both first-class. An animal isn't a humanoid rig with the labels changed — it gets its own skeleton, its own tail chain and its own gaits.

No account

Open the URL and start working. Nothing to sign up for, no email to verify, no seat to buy.

Your files stay put

The work happens in your browser, on your machine. Your mesh isn't uploaded somewhere to be processed.

No export limits

No watermark, no resolution cap, no "you've used your three free exports this month."

Formats that travel

Clean GLB that lands right in Blender, Unity, Unreal and three.js. Mixamo, Rigify and Unreal naming recognised automatically.

On the workbench

What's being built next

Ordered by how often people ask for it. If one of these is the thing standing between you and a finished character, say so — it moves up.

More than four legs

Six, eight, or none at all. The measured-chain approach that finds a tail is the same one that finds an extra pair.

Rig Doctor

Paste a rig, get the exact VRChat or Mecanim error named and fixed — not just flagged.

Hand poses

21 keypoints per hand in Pose Bench. Most-requested feature in the ControlNet crowd, and a paid tier everywhere else.

Viseme mapper

ARKit, VRChat, VRM and MMD blendshape names, lined up and converted.

Bone renamer

Mixamo, Unity, UE5 and VRM naming schemes, translated in both directions.

Mesh Doctor

Clean up what Meshy, Tripo and Rodin hand you, then send it straight through to Rig Bench.

Who it's for

Anyone who's lost an afternoon to tooling

The chain was built by someone who kept hitting the same walls. Odds are you've hit them too.

Game developers who need a rigged asset in engine today, not after a rigging tutorial.

Anyone rigging a creature — a dog, a horse, a dragon, a thing with six legs — who has run out of tools that go past two.

3D artists tired of a full Maya or Blender setup just to test whether a character moves.

VTuber creators prepping custom characters for real-time streaming platforms.

AI art creators who want ControlNet poses that match their own character's build.

Indie devs shipping solo, who can't spare a day on pipeline plumbing.

Students and teachers learning character pipelines without a software licence.

Anyone with an AI-generated mesh from Meshy, Tripo or Rodin that arrived beautiful and completely unable to move.

Common fixes

Start from the problem

Every one of these lands on a tool that's live right now.

Rig a dog, cat, horse or other four-legged animalRig Bench Auto-rig a quadruped without picking a speciesRig Bench Get a hind leg with a real stifle and hockRig Bench Rig a tail as its own chain, not part of the spineRig Bench Test a walk, trot or gallop on your own animal meshRig Bench Rig a dragon, griffin or other invented creatureRig Bench Stop a foreleg's weights dragging a hind leg alongRig Bench Rig an unrigged mesh without opening BlenderRig Bench Rig a Meshy, Tripo or Rodin mesh for UnityRig Bench Fill every bone Mecanim marks as requiredRig Bench Build a VRChat-ready humanoid hierarchyRig Bench Add finger, tail or wing bones to a characterRig Bench Start from a male or female base buildRig Bench Reuse a rig you already have on a new meshRig Bench Paint weights for horns, ears or a capeRig Bench Stop skin weights bleeding across the centre lineRig Bench Test a rig with motion before you export itRig Bench OpenPose from your own character, not a mannequinPose Bench Get a pose map and depth map that actually line upPose Bench Export ControlNet input at SDXL sizesPose Bench Pose a VRM or FBX character without converting itPose Bench Export a pose map with no labels or outlinesPose Bench Save a pose as JSON and reuse it laterPose Bench Set a joint to an exact angle in degreesPose Bench Mirror a posed limb to the opposite sidePose Bench Include or drop the face keypointsPose Bench Put a Mixamo animation on a non-Mixamo rigMix Bench Retarget an animation without BlenderMix Bench Convert an FBX animation to GLBMix Bench Fix limbs that arrive twisted after a transferMix Bench Blend two clips into one exportable animationMix Bench Make a walk cycle loop without a seamMix Bench Keep, lock or strip root motion on exportMix Bench Pack several clips into one GLBMix Bench

Whatever it is,
make it move.

Two legs, four legs, or something you made up. Drop the mesh in and see the skeleton land on it — there's nothing to install and nothing to sign.

Rig your creature — it's free