Free · Runs locally · npm + MCP

Auto-rigging your AI can drive

afk-rig fits a skeleton to any GLB, then lets your AI look at the model, measure it, move joints and preview animations until the rig is right. Everything runs on your machine: no account, no upload, no per-rig fees.

npx afk-rig auto character.glb --skeleton human --animations Walk,Idle_A

Writes character.rigged.glb with the skeleton, skin weights and both animations.

What your AI sees, and what it fixes

Renders come back with the skeleton drawn on (left joints blue, right red, spine orange), rulers in model units and every joint's pixel position. Here auto-fit read the knight's cape as its legs. The AI sliced the mesh, cast rays, moved the hips, knees and spine, and checked a walk.

Auto-fit alone
afk-rig render of a caped knight from the front and the left, with the auto-fit skeleton: hips and knees placed far too low, at the hem of the cape
After the AI's pass
The same knight after an AI adjusted the skeleton with afk-rig: hips at the waist, knees at the knee pads, spine through the torso

A deterministic start, then your AI takes it from there

01

Auto-fit

afk-rig measures the mesh and places every joint. Deterministic: the same model always gets the same skeleton.

02

Your AI looks

It renders the model from any side with the skeleton drawn on, rulers in model units and labeled joints.

03

Your AI adjusts

It measures the mesh, moves joints (mirrored if it likes), and previews animations to catch bad bends.

04

Export

A GLB with the skeleton, skin weights and the animations it picked. Materials and textures stay as they were.

How far to go is up to the AI. Auto-fit alone usually does a standard character in a T-pose or A-pose. The loop pays off on long coats, capes, characters facing backwards and unusual proportions.

Add it to your AI

Then ask something like: “Rig models/knight.glb with afk-rig, check it in a walk animation and export it with Walk, Run and Idle.”

Claude Code
claude mcp add afk-rig -- npx -y afk-rig mcp
Cursor, Windsurf, Claude Desktop (mcp.json)
{
  "mcpServers": {
    "afk-rig": { "command": "npx", "args": ["-y", "afk-rig", "mcp"] }
  }
}
Command line (any agent with a shell)
npx afk-rig start knight.glb --skeleton human
npx afk-rig render knight.afk-rig.json --views front,left
npx afk-rig set knight.afk-rig.json thigh_l=0.09,0.48,0.01 --mirror
npx afk-rig export knight.afk-rig.json --out knight.rigged.glb --animations Walk,Idle_A
JavaScript
import { RigSession } from 'afk-rig'

const rig = await RigSession.start({ model: 'knight.glb', skeleton: 'human' })
await rig.export({ output: 'knight.rigged.glb', animations: ['Walk', 'Idle_A'] })

Compared with cloud rigging APIs

afk-rigCloud APIs (e.g. Tripo, Meshy)
Where it runsOn your machineTheir servers
CostFreePaid credits per rig
Account or API keyNoneRequired
Your modelNever leaves your machineUploaded
Joint placementAuto-fit, then your AI can adjust any jointAutomatic only
Animations250+ clips included, CC0Presets from their library

Based on Tripo's and Meshy's public API documentation as of October 2026.

Nine skeletons, 250+ animations

human
People, robots, zombies, humanoid monsters. Fingers included.
178
clips
fox
Fox, dog, wolf, cat
14
clips
horse
Horse, deer, cow
14
clips
kaiju
Upright monsters with tails, dinosaurs
10
clips
spider
Spiders, crabs, insects
10
clips
snake
Snakes, worms
8
clips
fish
Fish, sharks, whales
7
clips
bird
Birds
5
clips
dragon
Winged dragons
5
clips

Questions

Is it really free?+

Yes. The package is MIT licensed and the skeletons and animations are CC0, so you can use rigged models in commercial games. There is no server to pay for because everything runs locally.

Which AI tools does it work with?+

Anything that speaks MCP (Claude Code, Cursor, Windsurf, Claude Desktop and others) gets it as tools, with renders returned as images. Agents that only have a shell can use the CLI, which prints JSON and writes PNG renders.

What files can it rig?+

GLB and glTF, including Draco and meshopt compressed files. Convert FBX or OBJ to GLB first. Models that are already rigged are read in their rest pose and get a fresh skeleton.

Does my model need to be in a T-pose?+

No. T-pose, A-pose or arms down all work out of the box, and animations adapt to the arm angle. Characters in action poses (mid-run, crouching) work too when your AI places the joints, since auto-fit assumes a standing pose. Where limbs touch the body, expect to fix some skin weights.

Do I need an AI to use it?+

No. "npx afk-rig auto model.glb --skeleton human" runs the auto-fit and exports in one go. The AI loop is there for models auto-fit gets wrong, like long coats, capes or characters facing backwards.

How good are the rigs?+

Auto-fit puts joints within about 2.4% of the model's height of where artists placed them on our test set of 29 characters. Skin weights come from the same solver as the afk.ai website: good for games, not hand-painted quality.