Bones, bones, and more bones

Rig & pose

Add a humanoid, quadruped, or custom skeleton, bind your geometry to its bones, and pose it in the viewport with FK and IK.

Rigging adds a bone skeleton to your model so you can pose it like an articulated figure. You can drop in a ready-made humanoid or quadruped rig, or build a custom rig bone by bone. Geometry is attached to bones with automatic binding, and you pose directly in the viewport: drag a bone to rotate it (forward kinematics) or drag a tail handle to solve a chain toward a point (inverse kinematics). Poses you like can be saved by name and re-applied.

Use it to set up characters, creatures, or any jointed assembly, and to capture multiple poses of the same model without re-modelling each one.

Rig & pose: a posed skeleton bound to a model
Overview. A humanoid rig posed in the viewport.

How to use it

  1. Add a skeleton

    Add a skeleton from the shape palette: Skeleton (humanoid), Skeleton (quadruped), or Skeleton (single bone) for a custom rig.

  2. Enter build mode

    Select the skeleton. In the left-sidebar skeleton tool palette, click Build to enter build mode, or run Edit skeleton — build the rig.

  3. Shape the bones

    In Build mode, drag a bone body to move it and drag a bone tail to aim and resize it. To grow a child bone, click Extrude (or press E) then drag a tail. Delete bones with Subtree or Reparent.

  4. Bind geometry

    Bind geometry: in the Properties panel's Skeleton section, set a Radius factor, click Preview to see proposed bone→part matches (uncheck any to exclude), then Apply — or just click Auto-bind.

  5. Enter posing

    Enter posing: click Pose in the tool palette, run Pose — pose the skeleton, or press P.

  6. Pose in the viewport

    Pose in the viewport: drag a bone body to rotate it (FK); drag a green tail handle for IK. Optionally toggle the Rotate gizmo (key 3).

  7. Mirror or reset

    Use Mirror to mirror the pose left↔right, or Reset to return to rest.

  8. Save a pose

    Save a pose: in the Properties Poses list, type a name and click Save; re-apply later with Apply, or remove it with the trash button.

  9. Switch modes or exit

    Switch between Pose and Build any time with the mode buttons or Tab. When finished, run Exit skeleton session or press Escape.

Posing a bone with the FK/IK handles
In the editor. Dragging a bone handle, with the skeleton tool palette.

Tips

  • Turn on X-ray in the tool palette to see the bones through the geometry while posing or building.
  • For tidy, anatomically plausible posing, set per-bone Joint limits (swing cone half-angle, twist min/max) and an IK pole angle in the Properties bone editor.
  • The Height (mm) field rebuilds a humanoid/quadruped rig to size — but resizing resets pose and bindings, and it's disabled for custom rigs.
  • No geometry yet? Use Generate body (SDF) in the Skeleton section to grow tapered capsules along the bones.
  • Editing bones in build mode marks the rig as a custom preset; from then on edit bones directly rather than relying on the height rebuild.
  • Adding a skeleton is gated behind the skeleton premium feature.

Try it in your browser

Open CubbyCAD and put Rig & pose to work — it runs in the browser, no install.