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  1. Collection
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  3. Create Character V1

Auto-Rig 3D Characters with Create Character v1

Create Character v1 takes a bipedal 3D mesh and automatically generates a full bone rig, so you can go straight to animation without spending hours on manual setup. For character artists and game developers, rigging is often the most tedious step between a finished model and a moving character. This model removes that bottleneck entirely. It accepts FBX and GLB files, the two most common formats in 3D pipelines. The auto-rig option places bones throughout the body, oriented correctly for standard animation workflows. You can also toggle front-facing orientation so the character exports pointed in the direction your game engine or animator expects. Drop it into a character production pipeline between modeling and animation, or use it as a standalone tool to prep an asset you downloaded or purchased. Whether you are a solo creator finishing a game character or a studio artist handling a batch of NPCs, the model handles the structural work so you can focus on the animation itself.

Official

Uthana

50 runs

Create Character V1

2026-04-17

Commercial Use

Auto-Rig 3D Characters with Create Character v1

Table of contents

  • Overview
  • How It Works
  • Frequently Asked Questions
  • Credit Cost
  • Features
  • Use Cases
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Overview

Create Character v1 takes any bipedal 3D mesh and adds a working skeleton to it, so you can animate without doing manual rigging by hand. If you have ever modeled a character and then had no clear path to making it move, this fills that gap directly. Upload your FBX or GLB file on Picasso IA, set a couple of options, and get back an animation-ready character in minutes. It handles humanoid figures, stylized game assets, and concept art characters, as long as the mesh is bipedal.

How It Works

  • Upload your character file in FBX or GLB format. The model accepts any standard bipedal mesh, from clean game-ready assets to rougher concept sculpts.
  • Toggle auto-rigging on if your character has no existing bones. The tool builds a skeleton fitted to the proportions of your specific mesh.
  • Set the front-facing option to control the character's orientation in the output. This matters when your scene or engine has a fixed forward direction.
  • The model processes the file and returns a rigged character with bones properly attached and weighted to the mesh geometry.
  • Download the result and import it into your animation tool or game engine of choice.

Frequently Asked Questions

Do I need programming skills or technical knowledge to use this? No, just open Create Character v1 on Picasso IA, adjust the settings you want, and hit generate.

What file formats does the model accept? It accepts FBX and GLB files. Both are widely supported by 3D modeling tools and game engines, so you can feed the output directly into most pipelines without conversion.

What does auto-rigging actually generate? When your mesh has no skeleton, auto-rigging builds one from scratch based on your character's proportions. The bones are placed at joints like shoulders, elbows, hips, and knees, giving you a functional rig without placing joints by hand.

Does the model work on stylized or non-realistic characters? Yes. As long as the mesh is bipedal, the model can rig it. Cartoon proportions, elongated limbs, and stylized anatomy are all handled. Very unusual proportions may need a small manual adjustment after the fact.

Can I use the output in a commercial project? The rigged file you get back is yours to use. Check the usage terms on Picasso IA for any plan-specific conditions.

What if the bones come out misaligned? If the alignment is off, check that your mesh is roughly in a T-pose or A-pose before uploading. Re-exporting from your 3D software with a cleaner rest pose usually resolves the issue.

Credit Cost

Each generation consumes 4 credits

4 credits

or 20 credits for 5 generations

Features

Everything this model can do for you

Auto-rigging

Generates a full skeleton on any bipedal mesh without manual bone placement.

FBX and GLB support

Accepts the two most common 3D character formats used in game and animation pipelines.

Front-facing export

Outputs the rigged character oriented forward, matching the default axis of most 3D engines.

Bone generation toggle

Switch automatic rigging on or off depending on whether your mesh already has a partial rig.

Fast turnaround

Produces a rigged character file in seconds rather than the hours manual rigging typically takes.

Clean output files

Returns a rigged mesh ready to import directly into animation software or a game engine.

Use Cases

Rig a custom bipedal character mesh for a game by uploading the FBX file and letting the model place all bones automatically

Prep a downloaded 3D humanoid asset for animation by generating a skeleton without opening a dedicated rigging tool

Convert a GLB character file into an animation-ready mesh for use in a real-time 3D environment

Apply automatic bone generation to a stylized character to test walk and run cycles before refining the rig manually

Set the front-facing orientation during rigging so the exported character aligns correctly with your engine's default axis

Process multiple bipedal NPC models back-to-back to speed up character production on a game project

Turn a static 3D scan of a person into a rigged mesh ready for motion capture data

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