How to Rig a Character for Godot 4 and Retarget Humanoid Animations
By the Cosindra team · Updated November 1, 2026
To rig a character for Godot 4, bind the mesh to a humanoid skeleton, export it as glTF, and at import give its Skeleton3D a BoneMap with SkeletonProfileHumanoid so animations from other humanoid rigs play on it. If the rig rests in an A-pose, also turn on Fix Silhouette, or every borrowed clip holds the arms at the wrong angle.
We tested this path on November 1, 2026 in Godot 4.7.2 with a RigMaster character and a free CC0 animation library. Everything below is what worked in that test, with the numbers we measured and the parts we did not test.
What Godot needs from a humanoid rig
Godot plays an animation by bone path, so two skeletons share clips only when their bone names and rest poses agree. The importer fixes both for you: a BoneMap says which of your bones is which humanoid bone, and the Rest Fixer brings the bone rests in line with Godot’s reference pose (a T-pose facing +Z with Y up); an A-pose rig needs one extra option for that, below. The built-in profile for people is SkeletonProfileHumanoid: 56 bones, 17 of them required.
| Region | Required bones | Optional bones |
|---|---|---|
| Torso and head | Hips, Spine, Head | Root, Chest, UpperChest, Neck, LeftEye, RightEye, Jaw |
| Arms (each side) | Shoulder, UpperArm, LowerArm, Hand | ThumbMetacarpal, ThumbProximal, ThumbDistal; Proximal, Intermediate and Distal for Index, Middle, Ring and Little |
| Legs (each side) | UpperLeg, LowerLeg, Foot | Toes |
Three ways to get the rig
- Blender by hand: build an armature, skin the mesh, export glTF. Naming the bones like the profile (Hips, LeftUpperArm and so on) saves mapping work later; any other names can be mapped by hand in Godot.
- An auto-rigger with its own skeleton (Mixamo, AccuRIG): Godot’s auto-mapping matches common bone names by pattern when you pick the profile, and you fix any gap by hand. We have not tested these files in Godot ourselves.
- RigMaster (ours): upload a GLB, place guide markers, rig (15 credits), then download Other engines > Godot glTF. The file uses SkeletonProfileHumanoid’s bone names. This is the route we tested below.
Step by step: import and set the bone map
In our test RigMaster’s Godot file had 52 bones and every one of them was a profile bone with the profile’s own parent: all 17 required bones mapped, 52 of 56 in total. The four left empty were Root, LeftEye, RightEye and Jaw, which are optional. We built the map by bone name in a script rather than with the editor’s auto-mapping; if the editor ever leaves one of them empty, pick the bone of the same name from the list.
- Copy the .glb into your Godot 4 project folder. Godot imports it on its own.
- Double-click the file to open Advanced Import Settings and select the Skeleton3D node.
- Under Retarget, set Bone Map to New BoneMap, then set its Profile to New SkeletonProfileHumanoid. Any missing or wrong bone shows as a magenta or red button.
- Under Rest Fixer, turn on Fix Silhouette if the rig rests in an A-pose (a RigMaster rig does: it rests in Manny’s A-pose). Leave the other Rest Fixer options at their defaults.
- Click Reimport. The skeleton is renamed to a unique node, %GeneralSkeleton, which is the path every retargeted clip will use.
Step by step: play animations from another rig
We used Quaternius’ Universal Animation Library (CC0, a T-pose rig with Unreal-style bone names and 43 clips) and played Idle, Walk, Jog, Sprint, Dance, a jab, a sword attack and a seated idle on the character. With Fix Silhouette on, the arm segments followed the source within 1 degree in every clip and the leg segments within 3.2 degrees.
- Copy the animation file into the project and give its Skeleton3D the same two settings: a BoneMap with SkeletonProfileHumanoid, mapped to that rig’s own bone names. Turn on Fix Silhouette only if that rig is also in an A-pose.
- In the Import dock, set Import As to Animation Library and reimport. Its tracks now point at %GeneralSkeleton with the profile’s bone names.
- Open your character’s scene, add an AnimationPlayer whose root is the character, and load the animation file as a library (Animation > Manage Animations > Load Library).
- Pick a clip and press play.
Why Fix Silhouette decides whether it looks right
Retargeting carries each bone’s rotation from one rig to the other, measured from the rest pose. When the source rests in a T-pose and your character in an A-pose, every frame keeps that difference. Without Fix Silhouette our character’s arms sat 55 to 61 degrees off the source in every clip, enough to push the hands through the hips in an idle. With it, the character’s rest was turned to the T-pose and the arms matched. Godot’s own documentation says the same: the option is not needed for T-pose models but should be enabled for A-pose models.
Two offsets stayed in place in every frame, so they are part of the rig’s shape, not of the motion: the shoulder bone points 38 to 51 degrees differently from the source’s collarbone, and the toes 31 degrees. Godot’s documentation notes that Fix Silhouette can leave the feet looking off on some models and suggests adding foot bones to its filter; we did not need it for the clips we played, and we did not test the filter.
What we tested, and the limits
- Tested: Godot 4.7.2 stable on macOS, one RigMaster character with whole-hand rigs and one with separate fingers, one CC0 animation library, clips without root motion. Retargeted finger bones followed the source within about 3 degrees.
- Not tested: Mixamo or AccuRIG files, root motion (RigMaster’s Godot file has no Root bone, so motion stored on a source’s Root bone has no bone to land on), Godot versions before 4.7, Windows and Linux.
- Skin weights: the Godot file keeps the 4 strongest bone weights per vertex, where the Unreal FBX keeps up to 8. On the poses we rendered we could not see a difference, but a low-poly mesh can bend a little differently at the joints than it does in Unreal.
- Rig quality carries over. A weak spot in the rig (for example clothing weighted to a hand) shows in Godot the same way it would in Unreal; RigMaster’s grade and free polish rounds are where to fix it.
- Humanoids only. Godot’s humanoid profile, Mixamo and RigMaster all assume two arms and two legs; anything else is rigged by hand.
Sources
- Godot documentation: Retargeting 3D Skeletons: Bone Map, SkeletonProfileHumanoid, Rest Fixer and Fix Silhouette; read November 1, 2026
- Quaternius: Universal Animation Library: the CC0 clips used in the test
Rig a humanoid for Godot in the browser
RigMaster rigs your humanoid mesh from a GLB and a few markers. Download the Godot glTF: its bones carry SkeletonProfileHumanoid’s names, so the bone map fills in by name at import.
Rig my characterFrequently asked questions
How do I use Mixamo animations in Godot 4?
Import the Mixamo file and your character, and on each Skeleton3D set a BoneMap with SkeletonProfileHumanoid; Godot’s auto-mapping matches common bone names by pattern. Import the Mixamo file as an Animation Library and load it into your character’s AnimationPlayer. If your character rests in an A-pose, turn on Fix Silhouette for it. We tested this flow with a CC0 library, not with a Mixamo download.
What is SkeletonProfileHumanoid in Godot?
Godot’s built-in description of a human skeleton: 56 named bones, 17 of them required, with a reference T-pose facing +Z. A BoneMap links your skeleton’s bones to it, so animations made on any humanoid rig mapped the same way can play on your character.
Why are my character’s arms wrong after retargeting in Godot?
Usually a rest pose mismatch: one rig rests in an A-pose and the other in a T-pose, so every frame keeps that offset. Turn on Fix Silhouette in the A-pose rig’s import settings and reimport. In our test it took the arm error from 55 to 61 degrees down to about 1 degree.
Which bones does Godot’s humanoid profile require?
Seventeen: Hips, Spine, Head, and on each side Shoulder, UpperArm, LowerArm, Hand, UpperLeg, LowerLeg and Foot. Chest, UpperChest, Neck, the fingers, the toes, the eyes, the jaw and Root are optional.
Does RigMaster’s Godot file need renaming?
No. Its 52 bones already carry SkeletonProfileHumanoid’s names and parents, so every required bone maps by name. Turn on Fix Silhouette, because the rig rests in an A-pose.
Is Cosindra free, and what does RigMaster cost?
Yes, you can start free with no card. The Starter plan gives 30 credits every month, and eligible new accounts also get 50 one-time signup credits. A rig costs 15 credits and includes 5 free polish rounds, so the 80 credits of a new account's first month cover 5 rigs. Starter includes one free download, shared across products, and Apply in UE5 through the free desktop app is never download-locked. More downloads come with a paid plan (from $9.99 a month for 150 credits) or a one-time credit pack ($5 for 50 credits, $10 for 100 or $20 for 200), whose credits never expire and which opens downloads for 15 to 30 days. The face rig is a paid-plan feature.