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.