Tool guide
Rigging crawling creatures by hand is punishing work: a centipede has dozens of identical segments and every pair of legs wants its own bone. Here an uploaded OBJ is split into segments automatically, a bone chain is fitted along the body, legs are added with a slider, and skin weights are generated without hand painting. The result exports as GLB with skeleton and animation intact, ready for Blender, Roblox Studio and three.js engines. See also: simplify a heavy mesh before rigging, squeeze texture files down to a target size.
A body stretched along one axis with no breaks: a worm, caterpillar, snake or scolopendra. The algorithm finds the longest axis and lays bones along it, so a sphere, a building or a humanoid with arms will be mapped wrongly. Legs are generated procedurally, so you do not need to model them.
Worm writhe bends the body in the horizontal plane. Centipede crawl sends a wave down the bone chain and syncs the legs to it. Wiggle lifts segments up and down in a travelling wave. T-pose stops the animation and leaves the skeleton at rest, which is the mode to use when checking weights before export.
That is the format itself: Wavefront OBJ stores geometry only, with no bones, weights or animation keys. Choose GLB in the file format list if you need the rig. OBJ is useful here only as a way to take the mesh out frozen in the current pose.
Yes, Roblox Studio accepts skinned GLB through Import 3D. Check two things afterwards: the scale, since OBJ carries no units, and the bone count, because the platform caps skeleton size and a centipede with twenty leg pairs may exceed it.
Not on this page — there is no weight painting brush here. The GLB opens in Blender with the full bone hierarchy, so weights can be adjusted with the standard Weight Paint tools. In practice that clean-up runs 5 to 10 minutes — a few slipped weights at the leg joints and a nudge to the spine bone — against the hour or two the same skeleton takes to build by hand. Treat the automatic result as a solid starting point, not a close-up-ready final rig.
No. The OBJ is parsed and drawn by three.js inside the tab, and the GLB is assembled by an exporter on the same page. The file stays on your computer, so models from an unreleased project are fine to work with here.
Usually the mesh is simply enormous or tiny, leaving the camera inside it or shrinking it to a dot. Rescale the model in Blender to roughly one or two metres, apply the transforms before exporting, and load it again. Resetting the axis orientation helps too, since OBJ files come out of different editors facing different ways.
Before: An elongated OBJ with no bones; no legs needed, so the slider stays at 0
After: A GLB carrying a bone chain along the body plus the writhing animation, ready to import
Before: A segmented body, the leg slider set to 16, crawl preset selected
After: Skinned GLB with skeleton, weights and a looping crawl cycle in one file
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