Auto-rig a 3D model file (.glb, .gltf with everything embedded, or .fbx; up to 200 MB) and write the rigged .glb with its animations. Takes about a minute. Returns where the file was written.
Parameterspathrequiredtypefacingoutputanimationskeep_arms_out
Make a rigged, animated 3D character from a picture (.png, .jpg or .webp of one character, whole; up to 20 MB): a 3D model made from the picture, rigged with every animation for its body type, written as a .glb. Takes about 2 to 3 minutes (up to 5 when the GPU is starting) and costs $0.25 of API credits, refunded if it fails. Returns where the file was written, what was charged and the credits left.
Parameterspathrequiredtypeoutputanimationskeep_arms_out
How many rigs the account can make (rigs_left: its free rigs this month, then its Lifetime API credit this month with afk.ai Lifetime, then its API credits), and its credit balance for characters.
Takes no parameters.
The body types a model can be rigged as, and (with type) that type's animations.
Parameterstype
A rig's status by id (rig_model waits for its rig, so this is for rigs started elsewhere).
Parametersidrequired
Measure a rigged .glb: its bones (names, parents, positions), meshes, height, the animations with problems, worst first, each with the moment it's worst at to render (ground: % of height its lowest point goes below the rest floor or stays above it, and which bone; stretching: % of skin torn at worst; humans: frames with a forearm or hand through the body, and the deepest) and the animation controls adjust_animation takes. Flying, swimming and other animations that leave the floor on purpose are marked in_the_air and not judged against it. Runs on this computer, free: about a second, a few for a human's 196 animations.
Parametersfilerequiredtypelimitanimations
Draw a rigged .glb as an image to look at: at rest, or posed at a moment of one of its animations, with its skeleton over it (blue: its left, red: its right, orange: the middle) and rulers in model units. Pinkish-red skin is the inside of the mesh showing (a tear, or a part pushed through another). Also returns every joint drawn in the image with its pixel position and, posed, how far its lowest point is from the rest floor (lowest_point_vs_floor, % of height). Runs on this computer, free.
Parametersfilerequiredsizetimetypexrayfocusviewsjointsradiussave_toweightsanimation
Change animations of a rigged .glb as afk.ai/rig's Adjust > Animation does, and write a new .glb: turn parts of the body (controls such as armsUp, posture, headUp in degrees), change how it moves (speed, motion, bounce, sway, lag, lookAhead, width, lift, part:arms...), move a hand, foot or the body (positions, the limb reaching for it), and for humans keep the arms out of the body. inspect_rig lists the controls this body type has, with their ranges. Reports each changed animation's ground [before, after] (and arms-through-body frames with keep_arms_out). Runs on this computer, free.
Parametersfilerequiredtypeoutputrangescontrolspositionsanimationskeep_arms_out
Find where the skin of a rigged .glb stretches or tears across its animations and heal it (afk.ai/rig's Fix stretching), writing a new .glb. Reports torn skin [before, after] overall and per animation. Runs on this computer, free.
Parametersfilerequiredtypeoutputanimations
Fix the skin weights of one spot of a rigged .glb (afk.ai/rig's Fix a spot) and write a new .glb. Pick the spot with where (every given condition must hold), then: follow (it moves with the wrong part: give it to bone), smooth (pinched, jagged or creased: strength light, medium or strong) or redo (it tears or sticks to another part: its weights worked out again from the nearest bones). Reports the bones the spot follows [before, after]. Runs on this computer, free.
Parametersfixrequiredbonefilerequiredtypewhererequiredoutputstrength