Meshy: Rig Model
Rig Model — the bridge between a generated character and something that can walk
- meshy_task_id
- texture_image
- model_file
- rig_task_id
- GLB
- FBX
If you've ever generated a perfectly good 3D character and then stared at it, rigid as a statue, wondering how on earth to make it move - this is the node. Meshy: Rig Model takes a draft character and auto-rigs it - skeleton, skin weights, the works - so it can be posed, driven, and ultimately animated. It's the middle of Meshy's three-step character pipeline: generate, rig, animate.
The fine print is printed on the box and worth quoting: auto-rigging is "currently not suitable for untextured meshes, non-humanoid assets, or humanoid assets with unclear limb and body structure." In plain terms, feed it a humanoid that looks like a humanoid, and you'll get a skeleton you can use. Feed it a blob, and you'll get garbage. And yes, it's a paid cloud API node - Comfy Org account, credits, roughly $0.20 a rig.
How it works
You hand it the meshy_task_id from any Meshy generation node (image-to-model, multi-image, text-to-model - anything that produced a draft character). It also asks for height_meters (default 1.7, range 0.1–15), which the node uses to scale and rig accurately - a nice touch, because a properly-scaled skeleton is the difference between an animation that looks right and one that slides around. Optionally you can pass a texture_image (the model's UV-unwrapped base color texture) to help the rigger read the anatomy. Meshy runs the rigging job server-side, polls until done, and returns a rigged GLB and FBX plus a rig_task_id for the next step.
The inputs that matter
- meshy_task_id - the draft model to rig. Required, and it must be a character-grade mesh; this is where the "humanoid only" caveat bites.
- height_meters - the one setting worth actually touching. If your character is a giant or a gnome, tell the node; the default 1.7 m assumes an average adult.
- texture_image - optional but genuinely useful for tricky anatomy (clothing that hides a limb, unusual proportions). Give it the model's base color texture if you have one.
Outputs: model_file (STRING), rig_task_id (MESHY_RIGGED_TASK_ID - this is what Meshy: Animate Model consumes), GLB, and FBX.
Common issues
The node itself is simple; the failures come from upstream. The biggest one: rigging an untextured mesh or a non-humanoid asset and getting a mangled skeleton, then blaming the node. The description warned you. Second: rigging a draft character you're still iterating on, which wastes credits - only rig when the geometry is final. And if you plan to feed the result into Meshy: Animate Model, keep the rig_task_id handy; there's no way to re-derive it from the downloaded files. For the free route, Mixamo does a decent job on uploaded characters and costs nothing, but it's a manual detour - this node automates that exact step.
Inputs (3)
| Name | Type | Default | Description |
|---|---|---|---|
| meshy_task_id | MESHY_TASK_ID | — | |
| height_meters | FLOAT | 1.700.1–15 | The approximate height of the character model in meters. This aids in scaling and rigging accuracy. |
| texture_imageopt | IMAGE | The model's UV-unwrapped base color texture image. |
Outputs (4)
| Name | Type | Description |
|---|---|---|
| model_file | STRING | — |
| rig_task_id | MESHY_RIGGED_TASK_ID | — |
| GLB | FILE_3D_GLB | — |
| FBX | FILE_3D_FBX | — |