MonRig Studio
Rig a creature, bake a whole moveset, ship it to any engine.
Procedural rigging for creatures

Your creatures,
rigged & alive.

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 — for Unity, Unreal, Godot or the web.

No rigging experience needed · Quadruped · Biped · Flyer · Serpent · Unity · Unreal · Godot · three.js · Works with AI agents

From mesh to moveset in three steps

1

Upload your mesh

Drop an .fbx, .glb or .obj — any creature shape — and pick the archetype that fits it.

2

Place bones by role

Templates and presets snap a skeleton onto your mesh. Everything is driven by roles, never bone names.

3

Bake the moveset

MonRig procedurally animates a full set of clips and hands you a standard FBX any engine imports — plus a drop-in importer for Unity.

What's inside

Seven parts, one loop. See the whole pipeline →

Fitting

Guided Rig

Click a few landmarks — muzzle, hips, a paw, an ear tip — and the fitter pins to them, then 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.

Fitting · needs a GPU worker online

Auto Rig

A GPU worker proposes the landmarks — several skeletons sampled by an open-source model, each turned into markers you check and nudge before the guided fit. 1 credit, two free retries, every proposal kept. When no GPU worker is online the button says so; Guided Rig always works.

Skeletons

Starter Skeletons

ready skeletons across archetypes — cat, crab, centipede, sauropod, wyvern, jellyfish. Start from one and drag it onto your creature.

Animation

Moveset Engine

clips generated from your creature's own anatomy — not retargeted from a motion library. Steered by dials, not keyframes.

Simulation

Cloth

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.

Export

Any engine

A standard FBX with the skinned mesh and every baked take — Unity, Unreal, Godot, Blender or a three.js page. Unity gets extras: a generated AnimatorController and animation events on the right frames, so the creature imports with its states already wired.

Agent access · MCP

Works with AI agents

An MCP server lets Claude Code — or any MCP client — rig, animate, verify and bake your creatures with the same engine. One command to connect, browser sign-in, nothing installed. Built for vibe-coded games as much as for the editor.

Rig · Animate · Export anywhere

Your creatures, rigged.

Give a creature its skeleton and it moves on its own. One mesh in — a full procedural moveset out.

+

Drop an .fbx / .glb / .obj

or click to browse — then pick an archetype and rig it

Start free. Subscribe when it earns its keep.

Rig a mon and preview every animation for free. Any purchase — a credit pack or a plan — unlocks downloads and more creatures; a plan adds the monthly allowance and the commercial licence. Yearly plans get 2 months free.

Free
€0
  • Welcome credits on signup
  • Rig one mon in the full editor
  • Preview every clip in the gallery player
  • Personal use only
Indie
  • Monthly creature allowance — unlimited re-bakes
  • Unlimited mons in the editor
  • FBX downloads for any engine, with Unity extras
  • Commercial use up to €100K/yr revenue
Studio
  • 5× the creatures
  • Everything in Indie
  • Unrestricted commercial use
  • Top-up packs
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Editing…

Buy credits

Credits unlock creatures — charged once per creature, on its first bake; re-bakes and downloads are free after that. Any purchase lifts the free-account limits.
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Report this mon

Notice of illegal content under Art. 16 DSA. Anyone can file one — no account needed.

Credit history

Every credit movement on your account.
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Your account

Thank you!

Baking…
You can close this — the bake keeps running on the server, and your gallery updates when it's done.