SeeThrough Parts Pose Rig
Rig from layer parts, with your pose detection fixing the pivots
- parts
- pose_kps
- rig
- rig_json
- report
A rig is only as good as its pivots. GameAssets_SeeThroughPartsPoseRig builds a GAME_ASSET_RIG from your layer parts, then replaces the automatic pivots with actual human-pose keypoints from DWPose or OpenPose - so the elbow pivot lands on the elbow, not on a guess from the silhouette. This is the pack's most genuinely clever node, and the one where "automatic rig" starts to feel real.
It's part of comfyui-game-assets-maker, quinteroac's pack shared on r/comfyui as a playground for game-asset pipelines. The rigging half of the pack is squarely aimed at anime characters, which matters here: the See-through decomposition it builds on is anime-oriented.
The wiring
The README's recommended flow says it best:
image -> DWPose Estimator.pose_kps
SeeThrough_PostProcess.parts -> SeeThrough Parts Pose Rig.parts
DWPose Estimator.pose_kps -> SeeThrough Parts Pose Rig.pose_kps
SeeThrough Parts Pose Rig.rig -> Rig To SVG Preview.rig
So you need jtydhr88/ComfyUI-See-through for the parts (its SeeThrough_PostProcess outputs SEETHROUGH_PARTS), and comfyui_controlnet_aux for the pose (DWPose Estimator or OpenPose Pose, output type POSE_KEYPOINT). Both are separate installs. DWPose is generally the better detector - the KB's own controlnet writeup notes it has better hand detection than plain OpenPose.
How it works
It starts by building the same automatic tag/bounds rig as SeeThrough Parts Rig Probe, then maps pose keypoints onto it: face/head and neck map to neck, nose to nose, eyes to left/right eye, upper arm to shoulder, forearm to elbow, hand to wrist, thigh to hip, calf to knee, foot to ankle. Missing keypoints fall back to the automatic pivot, so a partially-detected pose degrades instead of dying. pose_confidence_threshold (default 0.05) decides whether a keypoint is trustworthy enough to use, and person_index picks which person from the pose batch if there are several.
The report is the part to read: it lists how many part pivots came from pose data and which parts fell back. If the whole thing fell back, your pose detection missed - check person_index and the threshold.
Inputs
parts, pose_kps, plus person_index, pose_confidence_threshold, alpha_threshold, and depth_order for tuning.
Outputs
rig (wire into Rig To SVG Preview to see it, Rig To Spine Export to ship it, or Apply Rig Overrides to fix it), rig_json, and report.
Installing
ComfyUI Manager (search "comfyui-game-assets-maker") or:
cd ComfyUI/custom_nodes
git clone https://github.com/quinteroac/ComfyUI-GameAssetsMaker.git
cd ComfyUI-GameAssetsMaker
pip install -r requirements.txt
Restart. The pack needs only opencv-python; the real install cost is your prerequisites - See-through, comfyui_controlnet_aux, and whatever pose model files those pull in.
Where people get burned
This is an automatic rig, not a perfect one. It's great for getting 80% of a rig fast, and it's a trap if you expect production-ready bones. The pose mapping is a fixed table - it can't discover novel poses or unusual part tags. Treat it as a starting skeleton: preview with Rig To SVG Preview, correct with Apply Rig Overrides, and only then export.
Inputs (6)
| Name | Type | Default | Description |
|---|---|---|---|
| parts | SEETHROUGH_PARTS | — | |
| pose_kps | POSE_KEYPOINT | — | |
| person_index | INT | 00–64 | — |
| pose_confidence_threshold | FLOAT | 0.050–1 | — |
| alpha_threshold | INT | 100–255 | — |
| depth_order | COMBO | back_to_front | 3 options: back_to_front, front_to_back, input_order |
Outputs (3)
| Name | Type | Description |
|---|---|---|
| rig | GAME_ASSET_RIG | — |
| rig_json | STRING | — |
| report | STRING | — |