u/Plusoneb

Auto-rigging in Meshy is actually good now, changed my mind on it

I was pretty skeptical about Meshy's auto-rigging when it launched. Tried it early on and the results were bad enough that I went back to doing it manually in Blender.

Tried it again recently and it's noticeably better. Wanted to share what changed my mind.

The improvement is mostly in weight painting. Early versions had hard transitions at joints, especially elbows and knees. Looked robotic. Current version handles the blending much better. Bending an elbow looks like an elbow bending, not a hinge.

Humanoid characters work well. Quadrupeds are hit or miss. Anything with unusual anatomy (extra limbs, non-standard proportions) still needs manual cleanup.

The animation library integration is the real value. Generate a character, auto-rig it, apply a walk cycle from the library, export to Unity. That whole pipeline takes maybe 20 minutes. Doing it manually would take hours.

Limitations I've hit: the rig doesn't always place the spine correctly on characters with unusual proportions. Chunky cartoon characters especially. The spine ends up too short and the torso bends weird. Fixable in Blender but adds time.

For background NPCs and secondary characters in a game, auto-rigging is now good enough that I don't think twice about it. For a main character I'd still do it manually.

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u/Plusoneb — 6 days ago