For world-builders
Tools from the forge
Building a world takes instruments. We make the ones we need, and share them.
Open source
AutoRigger
Give it a mesh. It finds the skeleton.
AutoRigger works with GLB meshes to identify a model's skeletal structure and place bones automatically, turning a static figure into something ready to move.
- GLB input. Works directly with binary glTF meshes.
- Skeleton identification. Reads the shape of the form to locate joints.
- Automatic bone placement. Produces a bone hierarchy without hand-placing every joint.
- Bipedal & quadrupedal. Supports two-legged and four-legged creatures.
- Open source. Free to use, study and improve.
Source repository link coming soon.
# the rite of rigging
input creature.glb
read form → limbs, spine, head
detect stance: quadrupedal
place root → spine → neck → head
├─ foreleg.L ├─ foreleg.R
├─ hindleg.L ├─ hindleg.R
└─ tail
output creature_rigged.glb ✦
# gathering from the open archives
query open-access portals (REST)
filter license: free for commercial use
collect 3D meshes + source metadata
record title, origin, license, link
catalog ✦ searchable, attribution kept
Tool
AnatomyHarvester
The world's open archives, gathered and catalogued.
Museums and research institutions publish remarkable 3D scans through open-access programs. AnatomyHarvester uses their public RESTful data APIs to find meshes released for commercial use and builds a single, searchable catalog of them.
- RESTful sources. Draws from public open-access data portals.
- Commercial-use filtering. Focuses on meshes whose terms permit commercial use.
- Provenance kept. Records where each mesh came from and its license, so attribution travels with it.
- One catalog. Many archives, searchable in one place.
Always confirm each asset's license with its original source before use.