Workflow

Character image to rigged, animated 3D character

Atlas takes a single character image, cleans it into a strict T-pose, reconstructs a 3D mesh, and auto-rigs and animates it — skeleton, skinning weights, and basic animation clips included, exported as GLB.

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Four stages, image to animated rig

01

Detection pass

A vision pass scans the character and flags detachable held items for clean removal before the rig is built.

02An armored character re-posed into a strict, symmetric T-pose with empty hands, held items already stripped out by the detection pass

T-pose normalization

The character is re-posed into a strict, symmetric T-pose, with any detected items cleanly removed while preserving hands, arms and clothing.

03A 4-angle turnaround sheet of the armored character in T-pose, front, side and back views

Turnaround & reconstruction

A 4-angle turnaround sheet is generated and split into views, then reconstructed into a complete 3D mesh with textures and PBR materials.

04

Auto-rig & animate

Atlas builds a humanoid skeleton, binds the mesh, and applies animation clips.

Where the time goes

Stage
Manual
Atlas
T-pose, cleanup & turnaround
1–2 days
30–60 seconds
3D mesh reconstruction
3–7 days
60–120 seconds
Rigging, skinning & motion clips
2–4 days
20–40 seconds
Total time, image to animated rig
1–2 weeks
2–4 minutes

Common questions

What does this workflow output?
A rigged and animated 3D character (GLB) with a skeletal hierarchy, skinning weights, and basic animation clips — plus the intermediate T-pose render, turnaround sheet, and static mesh.
How long does it take?
2 to 4 minutes for a complete run from one image: 30–60 seconds for the 2D passes (T-pose, item removal, turnaround), 60–120 seconds for 3D reconstruction, and 20–40 seconds for auto-rigging and motion generation.
Can I control the art style?
Yes — the 3D generation inherits whatever style you feed into the source image, and you can guide the turnaround and re-posing stages with style keywords.
Which engines are supported?
GLB with a standard humanoid rig — drops into Unity, UE5, Godot, and WebGL.

Related workflows

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