Nodes/comfyui-game-assets-maker/SeeThrough Parts Pose Rig
ComfyUI Node

SeeThrough Parts Pose Rig

Rig from layer parts, with your pose detection fixing the pivots

By quinteroac·Created 4 months ago·Updated 4 months ago· 20
SeeThrough Parts Pose Rig
  • parts
  • pose_kps
  • rig
  • rig_json
  • report
person_index0
pose_confidence_threshold0.05
alpha_threshold10
depth_orderback_to_front

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.

CategoryGame Assets/Rigging

Inputs (6)

NameTypeDefaultDescription
partsSEETHROUGH_PARTS
pose_kpsPOSE_KEYPOINT
person_indexINT00–64
pose_confidence_thresholdFLOAT0.050–1
alpha_thresholdINT100–255
depth_orderCOMBOback_to_front3 options: back_to_front, front_to_back, input_order

Outputs (3)

NameTypeDescription
rigGAME_ASSET_RIG
rig_jsonSTRING
reportSTRING