Transverse gallop
Rigid spine
Heavy animals. The back stays a beam and the legs do the work.
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.
Chrome · Firefox · Edge — nothing to install, nothing uploaded
Four legs
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
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.
Rigid spine
Heavy animals. The back stays a beam and the legs do the work.
Flexible spine
Typically predators. The back flexes and extends to add reach to every stride.
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
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.
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.
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.
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.
Also on the bench
These don't sit in the character chain. They're here because they solve something nothing else free solves.
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.
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.
What goes in, what comes out
Every tool states its formats up front. GLB comes out in your mesh's original units — one armature, one skinned mesh per material.
| Tool | Takes | Gives back | Runs |
|---|---|---|---|
| Rig Bench | .glb · .gltf | rigged .glb — 27-bone humanoid, or 30-bone quadruped (35 with a tail) | In your browser |
| Pose Bench | .glb · .gltf · .vrm · .fbx | openpose .png · depth · render · pose .json | In your browser |
| Mix Bench | .glb · .gltf · .fbx · .animpack | animated .glb | In your browser |
| Scene Bench | 360 .jpg · depth map | walkable scene | In your browser |
| Pack Bench | .glb scene | single .html | In your browser |
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.
Open the URL and start working. Nothing to sign up for, no email to verify, no seat to buy.
The work happens in your browser, on your machine. Your mesh isn't uploaded somewhere to be processed.
No watermark, no resolution cap, no "you've used your three free exports this month."
Clean GLB that lands right in Blender, Unity, Unreal and three.js. Mixamo, Rigify and Unreal naming recognised automatically.
On the workbench
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.
Who it's for
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
Every one of these lands on a tool that's live right now.
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