skintokens-auto-rigging

Generate skeletons and skin weights from static GLB meshes offline for Godot 4.

66|4|Updated Feb 26, 2026
One-click install
npx skills add https://github.com/SummerEngine/summer --skill skintokens-auto-rigging-summerengine
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: skintokens-auto-rigging
Source: https://github.com/SummerEngine/summer/tree/main/library/skills/skintokens-auto-rigging
Command: npx skills add https://github.com/SummerEngine/summer --skill skintokens-auto-rigging-summerengine

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Manually rigging and weight-painting static 3D character meshes is slow and requires specialized skills, blocking AI-generated or scanned assets from being animated in Godot 4. ## Core Features & Use Cases - Automatic rig generation: Run the skin-tokens.cpp rig command on a static GLB mesh to produce a draft skeleton plus skin weights on CPU or Vulkan. - Learned skin weighting: Use the skin command to compute weights for a mesh against an existing skeleton, with global, none, and articulated fit modes for alignment. - Godot 4 integration: Import the rigged GLB directly as Skeleton3D plus skinned MeshInstance3D, ready for AnimationPlayer or retargeting. - Use Case: You receive an unrigged AI-generated creature mesh; run the CLI offline, inspect the draft skeleton, and import the rigged GLB into your Godot project for animation. ## Quick Start Ask the agent to rig your static character GLB with skin-tokens.cpp using the rig command and import the resulting rigged GLB into your Godot 4 project.

Frequently Asked Questions about skintokens-auto-rigging

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I auto-rig a static GLB mesh for Godot 4?

Run the skin-tokens.cpp CLI rig command with the F16 GGUF model directory, your input GLB, and an output path, optionally with --postprocess for smoother weights. The output GLB imports into Godot 4 as Skeleton3D plus a skinned MeshInstance3D.

How to generate skin weights for a mesh that already has a skeleton?

Use the skin command with the mesh GLB and a skeleton GLB, choosing a fit mode: global for differing coordinates, none when coordinates match, or articulated for experimental humanoid arm alignment. The tool computes learned weights without touching the existing skeleton.

Does skin-tokens.cpp run without an NVIDIA GPU?

Yes, the C++ port runs on CPU or Vulkan, unlike the upstream Python repo which requires an NVIDIA GPU with at least 14 GB of memory. CPU is slower but fully supported, and Vulkan offers slightly looser numerics.

What are the limitations of automatic rig generation?

The rig command is explicitly experimental and can produce unsuitable bone topologies, so an artist should review skeletons before animating. Results are strongest on humanoid-like shapes, and generation takes several minutes per mesh.

Why does the first animation frame warp my mesh after skinning?

Warping happens when the supplied skeleton pose does not match the mesh coordinates. Use --fit global to align bind pose with the mesh, or --fit articulated for humanoid arms; reserve --fit none for files already sharing coordinates.