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ðŸĶī Auto-Rigging

Ludus turns a static mesh into an animation-ready skeletal mesh from the Ludus chat in the plugin window inside the Unreal Editor. You give it a static mesh and a prompt, and Ludus builds the skeleton and skinning so the mesh can be animated, then stages the result for import. This removes the manual rigging pass that normally stands between a finished model and its first animation.

How to use​

  1. Open the Ludus plugin window in the Unreal Editor (Unreal Engine 5.4 to 5.8).
  2. Select or reference the static mesh you want to rig.
  3. Ask Ludus to rig it in the chat.
  4. Review the rigged result in the in-chat preview card.
  5. Approve the import. The mesh imports as a skeletal mesh with its skeleton.

Example prompt: "Rig this humanoid character mesh so it can be animated." Expected result: Ludus produces a skeletal mesh with a skeleton, shown in the preview card and staged for approval.

chat window with visible rigged character mesh preview

Options​

  • Input: a static mesh (generated by Ludus or already in your project). Rigging only reliably supports standard humanoids.
  • Output: an animation-ready skeletal mesh with a skeleton, imported automatically.

After rigging​

Once a mesh is rigged, generate motion, edit Animation Blueprints or Control Rigs, and adapt clips on the Character Animation page, and manage the imported skeletal mesh from the Asset Library & Import.

Approvals​

Ludus will ask you for approval before making edits. See Approvals & Safety.