Rig & Animation — in active development
Design reference for the canonical AXIS humanoid skeleton and the rig archetypes on our roadmap. Auto-rigging, skinning, and the animation library are experimental and in active development — they are not yet part of a production export. Today's production deliverable is the validated, engine-ready static mesh.
AXIS-65 Humanoid Skeleton
The canonical 65-bone humanoid skeleton design that the rig system is being built around. The exporters (Unity, Unreal, Godot, Roblox) are production; auto-rig binding to this skeleton is experimental / in preview.
Rig Archetypes
The asset shapes the rig system is being designed to support (experimental). Detection is geometric (mesh vertex bounds); stylized and hybrid must be supplied explicitly.
Animation Library — experimental
Animation is in active development and is not yet part of a production export. The clips below are early procedural prototypes — click Show keyframes to inspect the deterministic clip data. This is a roadmap preview, not a shipped library.
Export Targets
Every supported engine, with its capability profile and per-engine up-axis, scale, and coordinate conventions. Roblox is the strictest target: R15 has 15 body MeshParts, no morph targets on the base body, and a 20,000-triangle cap per mesh (Marketplace bodies: 10,742 triangles total, 2048-px textures).
Roblox R15 Requirements
Hard rules the foundry enforces on every Roblox export. If your contract violates any of these, the GLB is refused before it leaves the pipeline — no shipping a file Roblox Studio will reject on import.