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Design

One rig to pose them all

RH
R. Hale · 2 May 2026 · 6 min read

Every character in Studio, however it is modelled or textured, maps onto one neutral biped skeleton. That single decision is what makes the animation library reusable.

Shared clips, not shared looks

A shared library of 45 clips covers movement, traversal, combat, reactions and social gestures. Because the mapping is skeleton-based rather than mesh-based, a blocky placeholder and a fully sculpted custom model both drive the same walk cycle without either one dictating the other's proportions.

Bringing your own

Upload a rigged model and map its bones onto the shared skeleton, or place a few landmarks on an unrigged mesh and let auto-rig build the skeleton for you. Either way, the whole clip set plays on your art in Animation Studio, in Preview and in the published game.

The trade-off is real: anything that cannot be expressed on a humanoid skeleton is out of scope for now. For the overwhelming majority of characters people actually ship, that has not been the limiting factor.