Nodes/ComfyUI-BrainDead/BD AutoRig (Make-It-Animatable)
ComfyUI Node

BD AutoRig (Make-It-Animatable)

Make-It-Animatable auto-rigger for humanoid meshes. Predicts skeleton joint positions and blend skinning weights from a Trimesh in one pass. Outputs a Mixamo-compatible rigged FBX (52 bones, or 22 if no_fingers=True). Model weights auto-download from HuggingFace on first use to <ComfyUI>/models/autorig/mia/. Subsequent calls reuse the cached weights. No dependency on ComfyUI-UniRig — inference code is vendored. Chain output through BD Mixamo → UEFN Rename for the canonical UEFN_Mannequin skeleton naming, or set remap_to_uefn=True (default) to do it inline.

By BizaNator·Created 7 months ago·Updated 16 days ago· 14
BD AutoRig (Make-It-Animatable)
  • mesh
  • fbx_path
fbx_name
deviceauto
no_fingerstrue
use_normalfalse
reset_to_resttrue
apply_predictedfalse
remap_to_uefntrue
Category🧠BrainDead/AutoRig

Inputs (8)

NameTypeDefaultDescription
meshTRIMESH
fbx_nameoptSTRINGOutput filename stem (no extension). Empty = timestamped.
deviceoptCOMBOauto3 options: auto, cuda, cpu
no_fingersoptBOOLEANtrueMerge finger weights into the hand bone. Recommended for the studio 27-char batch — characters don't have animated fingers.
use_normaloptBOOLEANfalseUse surface normals for tighter skinning. Helps when limbs touch (arms-to-torso poses).
reset_to_restoptBOOLEANtrueTransform output mesh into T-pose rest position. Required for downstream PoseFixer to retarget cleanly. NOTE: on its own this is currently a legacy no-op — it only takes effect together with apply_predicted.
apply_predictedoptBOOLEANfalseOPT-IN (default keeps legacy behavior): apply MIA's predicted joint positions to the skeleton instead of exporting the fixed T-pose template armature verbatim. When reset_to_rest is ALSO on, the skeleton is additionally FK-posed by MIA's predicted pose transforms so it lands in the input mesh's own pose (the A-pose route for non-T-posed inputs).
remap_to_uefnoptBOOLEANtrueAppend the Mixamo → UEFN bone-name remap step inline. Output FBX uses pelvis, spine_01..05, upperarm_l, etc.

Outputs (1)

NameTypeDescription
fbx_pathSTRING