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Tools/Design/3D/3D Centipede Autorigger Online — Rig and Export GLB
3D Centipedes Autorig
Параметры скелета Skeleton Parameters
Количество лап (пар) Leg Pairs (Pairs) 5
💡 Размеры скелета, длина лап и хребет рассчитываются автоматически на основе габаритов вашей 3D-модели! 💡 Skeleton size, leg length, and spine are calculated automatically based on your 3D mesh dimensions!
Анимация теста Test Animation
Отображение Display Options
Своя 3D-модель Custom 3D Model
Загрузить свою модель (.OBJ) Upload custom model (.OBJ)
Экспорт модели Export Rigged Model
ℹ️ Примечание по FBX: Формат FBX закрытый (Autodesk). Чтобы получить FBX, экспортируйте в рекомендуемый GLB, откройте его в Blender и экспортируйте в FBX (File ➔ Export ➔ FBX). GLB также нативно поддерживается в Roblox! ℹ️ FBX Format Note: FBX is a proprietary format (Autodesk). To get FBX, export in the recommended GLB format, open it in Blender, and export as FBX (File ➔ Export ➔ FBX). GLB is also natively supported in Roblox!
Статус: Status: РАБОТАЕТ (Procedural)
Костей: Bones: 0
Полигонов: Polygons: 0
О Честном Авториге About Honest Autorig FAQ & SEO

Как сделать авто-риг сороконожки или червя онлайн

Если вам требуется сделать автоматический риггинга многоножек (autorig centipedes), построить полноценный 3D скелет сороконожки, червя, гусеницы или похожего многоногого существа — эта утилита рассчитает кости и привязку весов векторов кожи за одну секунду.

Честный Манифест Разработчика

Давайте говорить честно: этот автоматический риггер многоножек не является идеальным на 100%. В 3D-графике невозможно сделать универсальный "клик для шедевра", который безупречно учтет особенности абсолютно любой кастомной модели сороконожки.

Но главная цель инструмента другая — экономия вашего времени!

Вместо того чтобы вручную создавать хребет из десятков костей, выстраивать цепочки суставов для каждой из многочисленных ног сороконожки, настраивать их симметрию и кропотливо красить веса с нуля (что обычно занимает от 1 до 2 часов монотонной работы) — этот инструмент делает всю грязную работу за 1 секунду.

Реальный опыт: 5–10 минут доработки

После авто-рига вам останется лишь скачать готовый .GLB файл, открыть его в Blender и потратить буквально 5–10 минут на финальную доработку (поправить пару сползших весов на стыке суставов ног или чуть-чуть подвинуть хребтовую кость).

"Даже я, не будучи профессиональным 3D-аниматором или риггером, потратил ровно 5–10 минут на доводку скелета до идеала. Это реальное спасение для инди-разработчиков." — Создатель инструмента.

Используйте этот инструмент как мощнейший ускоритель пайплайна (Booster) для создания многоножек, червей, гусениц и личинок под Roblox, Unity или Unreal Engine!

How to Autorig Centipedes and Worms Instantly

If you are looking for an easy way to autorig centipedes, generate a fully functional 3d centipede skeleton, or looking for a fast **caterpillar rig** or **millipede rig generator** — this automatic rigging tool is built specifically for multi-legged crawling meshes.

Honest Developer Manifesto

Let's be completely honest: this automatic centipede rigger is not 100% perfect. In 3D graphics, it is impossible to create a universal "one-click magic solution" that flawlessly accommodates every single custom insect or crawler model.

But the main goal of this tool is different — saving you hours of time!

Instead of manually placing spine joints, building bone chains for each of the legs, aligning coordinates, and paint-weighting vertices from scratch (which typically takes 1 to 2 hours of tedious work) — this tool does all the heavy lifting in just 1 second.

Real Experience: 5–10 Minutes of Polish

Once the autorig finishes, you just download the ready .GLB file, import it into Blender, and spend literally 5 to 10 minutes on final touch-ups (tweaking a few weight values on joints or slightly adjusting spine positions).

"Even I, not being a professional 3D animator or rigger, spent exactly 5–10 minutes fine-tuning the skeleton to perfection. This is a true lifesaver for indie developers." — Tool Creator.

Use this utility as a high-speed pipeline booster to quickly create fully rigged centipedes, millipedes, caterpillars, and worms for Roblox, Unity, or Unreal Engine!

Tool guide

3D Centipede Autorigger Online — Rig and Export GLB

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.

How to use it

  1. Load your creature into the file field — it accepts .obj, and a mesh stretched along one axis fits the skeleton best.
  2. Use the leg slider to pick a value from 0 to 20: zero leaves a limbless worm, twenty gives a full centipede.
  3. Pick a state in the motion-preset list: worm writhe, centipede crawl, wiggle, or the neutral T-pose.
  4. Turn on the X-Ray skeleton toggle to see the bone chain through the mesh, and the wireframe toggle to check where the weights landed.
  5. In the file-format select keep the GLB option for a rigged file with animation, or choose OBJ for a static mesh.
  6. Press the export button and save the finished file, ready to open in Blender or Roblox Studio.

FAQ

What kind of model suits an automatic centipede rig?

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.

How do the four movement presets differ?

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.

Why does the skeleton disappear when I export OBJ?

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.

Will the GLB import into Roblox Studio?

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.

Can I refine the skin weights after the automatic pass?

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.

Is my model uploaded to a server while it is rigged?

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.

The model is invisible in the viewport after loading — what now?

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.

Examples

Worm for a mobile game
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
Centipede enemy for a three.js scene
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