Object Skin Armature Create
Auto-rig your skin mesh in one step
- BPY_OBJ
- BPY_OBJ
Blender's Skin modifier is a weird and wonderful thing: you draw a stick-figure mesh of vertices, the modifier inflates it into a solid tube around each edge, and you get a quick-and-dirty character body. The part everyone dreads is turning that stick figure into actual bones. Object Skin Armature Create wraps bpy.ops.object.skin_armature_create and generates an armature from the skin mesh automatically - bones land along the skin's branches, weighted and parented, in one operation.
It's the "make it walkable" button for a skin-based rig. Without it, the Skin modifier gives you a sculpted tube; with it, you have a deformable skeleton you can pose, which is the whole point of building a character this way.
How it works
Auto-generated wrapper, standard for the pack. Your incoming BPY_OBJ becomes the active object, the operator scans the skin mesh's topology, and spawns an armature whose bones follow the mesh's edge structure - the ends of the stick figure become bone tips, branches become bone chains. The new armature becomes a child of the mesh.
The inputs that matter
BPY_OBJ- the mesh with a Skin modifier.modifier- a string, default empty. The name of the Skin modifier to build the armature from. If your object has multiple modifiers and only one is a Skin, leave it empty and Blender finds it; if you've got a stack of them, name the one you mean. A blank name with ambiguity is the classic "nothing happened" case.
Output is one BPY_OBJ, unchanged - the armature is added to the scene, not returned as a separate output, so grab it by name if you need to drive it later.
Install
Standard Avatar Graph install. ComfyUI Manager: search Avatar Graph, install, restart. Manual:
cd ComfyUI/custom_nodes
git clone https://github.com/avatechai/avatar-graph-comfyui
cd avatar-graph-comfyui
python -m pip install -r requirements.txt
The pack pins bpy==3.6.0, so Python 3.10 is effectively required, and first launch downloads the ~2.5 GB SAM checkpoint plus MediaPipe landmarkers.
Common issues
The Skin modifier has to be on the object before this node runs - it generates bones from the modifier's evaluated mesh, so order in your graph is the difference between an armature and a silent no-op. If you created the modifier in a later node, this does nothing useful.
Second: the armature is only as good as your skin mesh. Vertices that should branch but don't (or roots marked wrong with Object Skin Root Mark) produce missing or tangled bones. For most Avatar Graph users this is a deep-cut node - the standard character pipeline uses shape keys for the face, not skin rigging - but it's exactly what you want if you're building a full-body avatar with limbs.
Inputs (2)
| Name | Type | Default | Description |
|---|---|---|---|
| BPY_OBJopt | BPY_OBJ | — | |
| modifieropt | STRING | — |
Outputs (1)
| Name | Type | Description |
|---|---|---|
| BPY_OBJ | BPY_OBJ | — |