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Rigging & Animation Tool · WindSeeker
🎭 Characters
No characters yet.
Load a .glb/.fbx below, or restore a saved scene with 📂 Open Project in the header.
1. Load Character (replaces the active character)
1b. Auto-Skin (from a Source Rig)
When Mixamo fails — transfer a rigged character's skeleton onto an unrigged target.
No source rig loaded yet.
2. Skeleton Points
Click each bone in order, then click that spot on the character.
WingUnity Rigger Start by loading your .glb or .fbx file from the top left.
3. Skinning (Skeleton → Mesh)
Once all points are placed, bind the bones to the mesh.
4. Test Poses
Once the skeleton is baked, try some poses.
📽 Animation Library — load ready-made clips onto the timeline
Multi-frame clips compiled from Mixamo (Idle Loop, Walk Cycle, etc.). Character-agnostic: T-Pose, A-Pose or a custom bind pose all work. Loading a clip writes keyframes to the timeline.
Manual Bone Control
After baking: pick a bone below (Ctrl/Cmd+click to select several). The sliders apply to every selected bone.
X: 0° Y: 0° Z: 0°
View
Rotate Model — +90° (Shift = -90°)
Character Position
X: 0.00 Y: 0.00 Z: 0.00
⤢ 1.00x
🎥 Camera & Light
Camera Angle
FOV 45°

Light
Int 1.00x Dir 45°
🖼 Background
No background yet.
Aspect locks the canvas to the chosen ratio (WebM export uses it). Match canvas to BG → the canvas takes the exact ratio of the background image, with no cropping or bars. Fit cover = crops to fill, stretch = stretches to the ratio.
🎨 Texture (Transfer from Reference)
If a Mixamo-rigged FBX lost its texture, point to the original textured GLB as a reference — the texture is copied from it (Mixamo usually keeps the UVs).
No reference yet.
If the texture looks stretched or odd, the reference and the current mesh have different vertices/UVs (Mixamo sometimes decimates the mesh). Use Undo to revert, or reload the page for a full reset.
File Info
No file loaded yet.
Help
Mouse controls: Left-click + drag: Rotate
Right-click + drag: Pan
Wheel: Zoom in/out

Keyboard: Ctrl+Z (Mac: Cmd+Z): Undo the last point

Multi-select (after baking): In manual control, Ctrl/Cmd+click to select more than one bone. The sliders apply to all selected bones at once.

Tip: Hover a bone in the list and a ✕ button appears next to it — you can remove just that point.

For more detailed help, use the ❓ Help button in the header.
Visibility Window — when it is visible in scene time
Animation
/
Timeline — orange dot = keyframe · green line = scrubber
Export
Save / Load
📂 Project loaded — missing files
Drag and drop these .glb/.fbx files onto the canvas — they are matched automatically: