Agent Disco - MeshSkinner

Rig a character in minutes. Not days.

Auto-rigger and mesh skinning for Unreal Engine 5. Drop a static mesh, place a few landmarks, press one button — get a fully rigged, animation-ready skeletal mesh.

The plugin computes per-vertex bone weights with five state-of-the-art solvers — Volumetric and Surface Bounded Biharmonic Weights, Geodesic, Voxel, and fast Euclidean — and produces a ready-to-use skeletal mesh with clean joint deformation.

Works with your existing skeletons. Bind a new mesh to a UE5 Manny skeleton or any custom skeleton. Or skip the skeleton entirely — the interactive auto-rigger builds one fitted to your mesh using 28 markers, with Manny-compatible bone names for one-click animation retargeting.

Video Showcase

Documentation

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Use Cases

  • Auto-rig a new humanoid static mesh — drop 28 landmarks, get a fully skinned skeletal mesh with a 51-bone skeleton (21 body + 30 finger)

  • Skin a static mesh to an existing skeleton — UE5 Manny or any custom rig

  • Re-skin an existing skeletal mesh after editing bone positions in UE5's bone editor

  • Fit clothing (experimental) — Geodesic solver with automatic bone filtering by garment type (shirts, pants, gloves, shoes, hats)

  • Bulk-rig characters from code — call the Blueprint, C++, or Python API directly

Key Features

  • Interactive Auto-Rigger: 3D viewport with draggable 28-marker workflow, view presets (Front/Left/Right/Top), symmetry mirroring

  • Five Skinning Algorithms: Volumetric BBW (best quality), Surface BBW, Geodesic (clothing), Euclidean, Voxel

  • Right-click Integration: skin any static mesh directly from the Content Browser

  • Manny-Compatible Output: retarget UE5 Manny animations to the rigged output with one click

  • Dual Quaternion Skinning: enabled by default — reduces volume loss at bent joints

  • Async Solver: editor stays responsive during long solves; progress reporting for every algorithm

  • Material Transfer: source static mesh materials (multi-slot supported) automatically copy to the output skeletal mesh

  • Blueprint, C++, and Python APIs: full access from visual scripting or code, plus an included Editor Utility Widget (EUW_Skinner) as a working example

Notes

  • No third-party dependencies — all solvers implemented in pure UE5 C++

  • Works with any skeleton convention (Manny or custom)

  • Includes an Editor Utility Widget you can use as-is or fork for your own workflow

Any video for the process?

Thank you

1 Like

Looks interesting but really needs a video to show what the process looks like. Your documentation also has no screenshots of the workflow in the editor.

1 Like

Just added a short promotion video with in-editor shots. I’ll be doing a longer demo video soon! https://youtu.be/7VtPWrgeo6A

Thank you! I’ll be adding a demo video soon. Here’s a short promo video with some in-editor shots: https://youtu.be/7VtPWrgeo6A