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.
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