Drop in a mesh and MonRig gives it a skeleton and a whole procedural moveset — idle, walk, run, attacks, hits, even wings and fire. One mesh in, a full animation set out, ready for Unity.
Drop an .fbx, .glb or .obj — any creature shape — and pick the archetype that fits it.
Templates and presets snap a skeleton onto your mesh. Everything is driven by roles, never bone names.
MonRig procedurally animates a full set of clips and hands you a Unity-ready file.
Six parts, one loop. See the whole pipeline →
Fits a skeleton onto your mesh and rates its own work green, yellow or red. When it is unsure it says so and names the joints — you correct those, not the whole rig.
Click a few landmarks — muzzle, hips, a paw, an ear tip — and the fitter pins to them. Side and front view side by side, because one view hides every depth error.
— ready skeletons across — archetypes — cat, crab, centipede, sauropod, wyvern, jellyfish. Start from one and drag it onto your creature.
— clips generated from your creature's own anatomy — not retargeted from a motion library. Steered by dials, not keyframes.
Capes and skirts are real bone sheets that collide with the legs and drape around them — baked into the file, so they cost nothing at runtime.
FBX plus a generated AnimatorController and animation events on the right frames. Import it and the creature already has its states wired.
Give a creature its skeleton and it moves on its own. One mesh in — a full procedural moveset out.
or click to browse — then pick an archetype and rig it
Rig a mon and preview every animation for free. A subscription unlocks Unity downloads and a monthly bake allowance — yearly plans get 2 months free.