---
title: "Humanoid Rigger - s&box library"
description: "A humanoid auto-rigging editor tool for s&box."
canonical: "https://sbox.watch/fr/libraries/notpointless/chomnr_humanoid_rigger/"
generated_at: "2026-10-09T13:49:18.099Z"
---

# Humanoid Rigger

A humanoid auto-rigging editor tool for s&box.

- Type: bibliothèque
- Identifiant: notpointless.chomnr_humanoid_rigger
- Créateur: chomnr
- URL canonique: https://sbox.watch/fr/libraries/notpointless/chomnr_humanoid_rigger/
- Markdown: https://sbox.watch/fr/libraries/notpointless/chomnr_humanoid_rigger/index.md
- sbox.game: https://sbox.game/notpointless/chomnr_humanoid_rigger/
- Généré: 2026-10-09T13:49:18.099Z

## Statistiques

- dynamique sur 24 h: +0
- Terry Score: 53%
- Favoris: 5
- Votes positifs: 3
- Votes négatifs: 0
- Mis à jour: 7 oct. 2026
- Créé: 12 sept. 2026
- Taille: 1.2 MB
- Fichiers: 143
- Tags: animation, character, humanoid, rigging, skeleton, skinning

## Description

Humanoid Rigger

A step-by-step humanoid auto-rigging tool for the s&box editor.

- Fbx, Obj, Gltf and Glb import with support for multiple meshes and segmented characters.
- Automatic body and hand landmarks with manual correction.
- Adjustable centerline and T-pose / A-pose previews.
- Seven built-in rig profiles and custom profiles.
- Independent hands with zero to five fingers.
- Automatic skeleton generation, skinning and deformation checks.
- Export any combination of Fbx, Gltf, Glb, Obj and Vmdl using independent checkboxes.

Add the library to your s&box project and open View → Humanoid Rigger.

- Drop a character file or click Choose File.
- Check the centerline and body points.
- Confirm the finger count and adjust each hand.
- Generate the rig and review its validation results.
- Test the bones in the preview. Go back to adjust points if needed.
- Choose the output formats, filename and folder, then save.

Automatic detection is experimental. Characters need two arms and two legs; review uncertain landmarks and deformation warnings before saving.

Obj exports the mesh and materials; Fbx, Gltf and Glb also retain the rig and skin weights. Keep external Gltf buffers/textures and Obj material files beside their model. Compressed glTF extensions and separate UV transforms per material texture must be baked before import.

 Documentation and source: here.




## More by chomnr

| Package | Identifiant | Joueurs | Favoris | Votes positifs | Score | Markdown |
| --- | --- | --- | --- | --- | --- | --- |
| Humanoid Retargeter | notpointless.chomnr_humanoid_retargeter | 0 | 17 | 18 | 65% | https://sbox.watch/fr/libraries/notpointless/chomnr_humanoid_retargeter/index.md |
| Humanoid Mocap | notpointless.chomnr_humanoid_mocap | 0 | 6 | 7 | 72% | https://sbox.watch/fr/libraries/notpointless/chomnr_humanoid_mocap/index.md |
| Weapon Importer | notpointless.chomnr_weapon_importer | 0 | 6 | 6 | 69% | https://sbox.watch/fr/libraries/notpointless/chomnr_weapon_importer/index.md |
| MCP | notpointless.chomnr_mcp | 0 | 5 | 6 | 40% | https://sbox.watch/fr/libraries/notpointless/chomnr_mcp/index.md |
| Text to Animation | notpointless.chomnr_text_to_animation | 0 | 3 | 2 | 43% | https://sbox.watch/fr/libraries/notpointless/chomnr_text_to_animation/index.md |
| Adaptive Director | notpointless.chomnr_adaptive_director | 0 | 1 | 1 | 8% | https://sbox.watch/fr/libraries/notpointless/chomnr_adaptive_director/index.md |
