
Armature: Artist+AI Rigging by Adrian Melian (FabricatorStudio) is standalone AI rigging and skinning software for Windows. Load a character mesh, fit its proportions, build a skeleton from modules, generate skin weights in one press, then paint them by hand. It exports one USD file with mesh, skeleton, weights and Control Rig build data, and a Maya Control Rig builder ships alongside. Runs locally. Free for indie and commercial work under $100k a year.
Free for personal, learning and portfolio work, and for commercial use while your revenue is under $100k a year.
Get it freeFor studios and artists above $100k a year. Pay once per artist, yours outright, no subscription.
Buy commercialInstant download Vetted creator
Load the mesh, fit it, assemble a skeleton from a template and press one button for skin weights. The AI half gets you from mesh to a rig you can start blocking on in minutes.
Speed-first tools leave little room to customise. Armature layers weight layers, masks, mirroring and a proper paint suite over the AI pass, and you can override any part without breaking the rest.
Armature needs no Maya, Blender or Python install, and it is free if you qualify for Maya Indie. Finished work leaves as USD for whichever package you animate in.
Load, fit, skeleton, skin, export. Every stage carries both an AI pass and the manual tools a rigger expects, so the automation never becomes a ceiling. Adrian built it after fourteen years in games, including leading the Character Tech Art and Weapons Tech Art teams at Sledgehammer Games on Modern Warfare III. The free Maya pipeline it slots into is already public at fabricator.studio; Armature rebuilds that work for people who do not have Maya.
Orients and sizes the character against a height reference, so symmetry and joint placement behave predictably in every stage after.
Start from a biped, quadruped or prop template, or build from arm, leg, hand, spine, neck, chain, pivot and digit modules with live symmetry.
Limb duplication, chain editing, and a finger count you specify explicitly instead of the machine guessing.
A solver that runs on any machine in seconds with no GPU, plus an optional AI solver on your GPU for the best weights.
Non-destructive layers and passes, masks, and mirroring across the centre line.
Hammer melts a patch into the surface around it, Chisel carves it rigid and sharpens its boundary. Armour plates want chisel, the cloth under them wants hammer.
Safety checks run before export, so nothing broken ships to the animator.
Mesh, skeleton, weights and Control Rig build data in one file, plus GLB and rig data as JSON. The same character can come back in for new weights years later.
The free FabricatorStudio Maya toolset reads your Armature export and builds the control rig, so it arrives as something you can animate.
In active development. The USD export already imports into Unreal.


Armature is distributed by FabricatorStudio. The installer link and the docs and walkthroughs come with your order.
Windows shows a "Windows protected your PC" warning on first run because Armature is a new publisher. Click More info, then Run anyway.
The built-in skinning engine works with no GPU and no extra download. The optional AI component is roughly 9 GB and needs an NVIDIA GPU with 6 GB of VRAM or more.
Armature is a standalone Windows application that turns a character mesh into a rigged, skinned, animation-ready asset using AI-assisted rigging and skinning. It's built by Adrian Melian (FabricatorStudio) and outputs directly to USD, GLB, and JSON so the result drops into Maya, Unreal, Blender, and any other pipeline that reads those formats.
No. Armature is a completely standalone application. It doesn't require Maya, Blender, Python, or any other DCC to be installed. It runs on its own and hands finished rigs off to whichever package you animate in.
Input: USD, OBJ, FBX, GLB, glTF. Output: USD (single-file with mesh, skeleton, weights, and Control Rig build data), GLB, and JSON rig data. The USD export imports cleanly into Unreal and Maya, and a Maya Control Rig builder is included in the free FabricatorStudio toolset.
Yes for indies. Free for personal work, learning, portfolio pieces, and commercial work under $100k a year. Above $100k a year it's $149 per artist as a one-time purchase with a year of updates and a 14-day refund.
Fully local. The AI skinning solve runs on your own machine. Nothing is uploaded and nothing is processed in the cloud. Your character data stays on your hard drive.
Windows-only for now. The built-in skinning engine runs on any machine with no GPU required. The optional AI skinning component is roughly 9 GB and needs an NVIDIA GPU with at least 6 GB of VRAM.
Yes. Free for commercial work under $100k a year (same threshold as Maya Indie). At or above $100k a year the licence is $149 per seat, one time, with 14-day refund and a year of updates.
The main difference is depth and control. Mixamo and similar tools focus on speed with limited customisation. Armature gives you the same speed on the initial pass, but layers a full professional rigging and skinning toolset on top so you can push to a production-grade result. It also runs entirely locally, exports USD as a first-class citizen, and integrates with the free FabricatorStudio Maya Control Rig builder.
No reviews yet
No reviews yet. If you have used it, you would be the first to say so.
Used this in a shot? Your notes help the next animator decide.
Sign in to reviewEvery plugin on Animworks is checked by our team before it goes live.
Bug or feature request? Get support from Adrian Melian.
It lands in your downloads the moment you check out, and stays there.