RigMaster

UE5 Manny Auto-Rigger

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Upload a character model to begin

RigMaster — Auto-Rig Characters to the Unreal Engine 5 Manny Skeleton

Upload a humanoid mesh — from Meshy, Tripo, Blender, or anywhere — place a handful of joint markers in the browser, and RigMaster fits the exact UE5 Manny skeleton (89 bones, matching names, hierarchy and roll), skins the mesh, and gives you a UE-ready FBX. Works with UE 5.7–5.8.

Because the output uses the native Manny/Quinn skeleton, your character plays Epic's locomotion, Lyra, and Marketplace animations the moment it's imported — no IK retargeter, no bone renaming, no manual weight painting. Pick how many fingers to rig, mirror markers left-to-right automatically, and download.

No more three-tool pipeline to get an AI-generated character into Unreal. RigMaster turns a raw mesh into a game-ready skeletal mesh in one pass.

How it works

  1. Upload a humanoid mesh. GLB or glTF, from Meshy, Tripo, Blender, a photogrammetry scan or a marketplace character. No rig required — that is the part being added.
  2. Place the guide markers. A handful of joints in the browser — hips, knees, shoulders, elbows, wrists. Mirror left-to-right automatically, and pick how many finger bones you actually need. Honest marker placement is what decides the weight quality.
  3. Download a UE-ready FBX. Fitted to the real Manny skeleton — matching bone names, hierarchy and roll — with the mesh skinned. Import it into UE 5.7–5.8 and assign animations.

Frequently asked questions

Do I still need to retarget animations after using RigMaster?

No. The output is fitted to the actual UE5 Manny skeleton — same bone names, hierarchy and roll — so Manny/Quinn animations, Epic's locomotion sets, Lyra and Fab animation packs play on your character directly. Retargeting exists to bridge two different skeletons; here there is only one.

What file formats can I upload?

GLB and glTF humanoid meshes. That covers output from Meshy, Tripo and similar generators, Blender exports, and most marketplace characters. The mesh does not need to be rigged — adding the rig is the job.

Does it work with AI-generated characters?

Yes, and that is a common path: generate a mesh, rig it here, drop it into UE5. The usual caveat applies to any auto-rigger — a clean single-mesh biped in a neutral pose rigs far better than an intersecting or heavily stylised one.

Can it rig non-humanoid characters?

No. Like every auto-rigger — Mixamo and AccuRig included — RigMaster is humanoid-only. Quadrupeds, creatures and machines need manual rigging in a DCC tool such as Blender.

How is this different from Mixamo?

Mixamo rigs to the Mixamo skeleton and bundles a large animation library. RigMaster rigs to the UE5 Manny skeleton and bundles none — the point is that you use the animations UE5 and Fab already have, with no IK Retargeter pass. If what you want is Mixamo's animation library, use Mixamo.

Is there a free tier?

Yes — signing up includes credits plus a free rig download, which is enough to run your own character through and inspect the FBX before paying anything.

New to rigging? Start with how to rig a character for UE5, the Mixamo-to-UE5 workflow, or the Manny skeleton explained. If you already have a character on another skeleton, the IK Retargeter guide covers that path — and Mixamo, AccuRig and RigMaster compared lays out which auto-rigger fits your project.