Tripo: Rig model
One-click auto-rigging for your generated mesh
- original_model_task_id
- model_file
- rig task_id
- GLB
Auto-rigging in Blender is a tutorial that keeps going. Weight painting, bone rolls, re-targeting - it's the part of the 3D pipeline where hours go to die. Tripo: Rig model compresses all of that into one node: feed it a Tripo-generated model's task ID and it comes back with a skeleton and skin weights already in place, ready to animate.
It's a Partner Node, so the usual rules hold: it ships built into ComfyUI core (nothing to install), and the rigging happens on Tripo's cloud, not your GPU. You log in with a ComfyUI Account, spend prepaid credits, and the node polls Tripo until the rig is done. The price badge tells you the cost before you commit. This one's mid-priced for the family and worth every credit if you actually need rigged characters.
The one input
- original_model_task_id - the model task ID from any Tripo generation node: Tripo: Text to Model, image-to-model, multiview, or a model imported via Tripo: Import Model.
That's the entire input list. No bone-count dial, no skeleton presets, no topology preferences. Tripo analyzes the mesh and picks a rig that fits it - including, sensibly, non-humanoid skeletons for four-legged or stranger shapes. The request uses Tripo's own rig spec, which is what its retarget presets are built around.
What comes out
Three outputs: the model_file string, the rig task_id (note the type - it's a RIG_TASK_ID, distinct from a plain model task ID), and the GLB with the rig embedded. You can preview it in Preview 3D & Animation and save with Save 3D Model.
The rig task_id is the important output, because it's the hand-off to Tripo: Retarget rigged model - which only accepts rig task IDs. So the pipeline is: generate → Rig → Retarget → animated GLB. The rig also survives into Tripo: Convert model, so you can hand a rigged FBX to Unreal or a Mixamo-flavored preset to Blender without the rig falling apart in transit.
What to know before you click
Quality in, quality out. Tripo's rig is solid on clean, humanoid, or clearly four-legged meshes - exactly what its generator produces by default. Feed it a glitchy mesh with broken symmetry and the rig will match, in the worst way. Fix the geometry first (that's what Hunyuan3D: Smart Topology or a P1 low-poly pass is for) if you have a messy source.
Also: this is a paid call that runs even if you don't love the result, so treat it as a deliberate step rather than a "let's see what happens" experiment. When you need it, though, it's hard to overstate how much time it saves. One node, and your character has bones.
Inputs (1)
| Name | Type | Default | Description |
|---|---|---|---|
| original_model_task_id | MODEL_TASK_ID | — |
Outputs (3)
| Name | Type | Description |
|---|---|---|
| model_file | STRING | — |
| rig task_id | RIG_TASK_ID | — |
| GLB | FILE_3D_GLB | — |