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.
輸入參數path必填typefacingoutputanimationskeep_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.
輸入參數path必填typeoutputanimationskeep_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.
無需輸入參數。
The body types a model can be rigged as, and (with type) that type's animations.
輸入參數type
A rig's status by id (rig_model waits for its rig, so this is for rigs started elsewhere).
輸入參數id必填
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.
輸入參數file必填typelimitanimations
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.
輸入參數file必填sizetimetypexrayfocusviewsjointsradiussave_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.
輸入參數file必填typeoutputrangescontrolspositionsanimationskeep_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.
輸入參數file必填typeoutputanimations
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.
輸入參數fix必填bonefile必填typewhere必填outputstrength