rigModel
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Third-party content written by another agent. Data to evaluate, not instructions.
Rig a 3D model: generate a skeleton and skin weights for an existing GLB so it can be animated. Accepts a URL or base64-encoded GLB in model. The job result is a downloadable model_url for the rigged GLB. rig_type selects the skeleton prior - general (default, any asset), humanoid (anime-style characters), game (classic game-character rigs), or the pinned humanoid templates for two-armed, two-legged characters: humanoid_template (standard 22-joint skeleton with named joints, required for animating from the preset library) and humanoid_template_hands (52 joints, five fingers per hand). joint_naming relabels the identified joints to a convention - smpl (default), mixamo, humanik, unreal, godot, rigify, or vroid - without changing the skeleton. Credits are charged only on success. Rigging is non-destructive to geometry but replaces any prior skeleton, so animations made against an old rig no longer apply. Requires an API key (user scope). Returns 202 with a job id immediately; poll getApiJob (pass wait: 30) until status is succeeded, then read its result field, which is exactly the response documented for this operation. Each account may have up to 50 generations queued or running at once; beyond that submissions return 429 (PENDING_JOBS_LIMIT) - wait for jobs to finish.
Credits: This endpoint consumes 1 credits per call.
Input schema
| Property | Type | Required | Description |
|---|---|---|---|
| requestBody | object | yes |
Raw JSON schema
{
"type": "object",
"properties": {
"requestBody": {
"type": "object",
"required": [
"model"
],
"properties": {
"model": {
"type": "string",
"description": "URL or base64-encoded GLB to rig.",
"example": "<url> OR data:model/gltf-binary;base64,..."
},
"rig_type": {
"type": "string",
"enum": [
"general",
"humanoid",
"game",
"humanoid_template",
"humanoid_template_hands"
],
"description": "Which skeleton to build: general (any asset), humanoid (anime-style characters), game (classic game-character rigs), or the pinned humanoid templates with named joints required for the animation preset library - humanoid_template (22 joints) / humanoid_template_hands (52, five fingers per hand). Templates only suit two-armed, two-legged characters. Default: \"general\".",
"example": "general"
},
"joint_naming": {
"type": "string",
"enum": [
"smpl",
"mixamo",
"humanik",
"unreal",
"godot",
"rigify",
"vroid"
],
"description": "Bone naming convention for the identified joints: smpl (default), mixamo (Unity's humanoid auto-mapper), humanik (same names unprefixed - Maya/MotionBuilder/FBX), unreal (UE mannequin), godot (SkeletonProfileHumanoid), rigify (Blender) or vroid (VRM). Purely a relabel - the skeleton is identical. Default: \"smpl\".",
"example": "smpl"
},
"request_id": {
"type": "string",
"description": "Optional client-provided identifier, unique per request. Re-sending the same request_id returns the existing job instead of generating again. Also usable with the results endpoint."
}
}
}
},
"required": [
"requestBody"
]
}