Skeleton
What is a Skeleton in 3D Animation?
How it works
Skeleton vs control rig
Hips or pelvis in most humanoids
Root joint
4 joints per vertex per set (glTF 2.0)
Skin influences
15 required bones
Unity Humanoid avatar
Skeleton vs control rig
Skeleton
Control rig
What it is
Hierarchy of bones bound to the mesh
Controllers and constraints that drive bones
Deforms the mesh
Yes, through skin weights
No, it only moves the skeleton
Exported to engines
Yes, in FBX and GLB with the mesh
Usually stripped; motion baked to bone keys
Built by
Rigger or auto-rigging tool
Rigger, tailored per production
Animator works on
Rarely directly
Mostly: IK handles, switches, shapes
Retargeting
Joint mapping between two skeletons
Rebuilt or re-mapped for each new rig
In Meshy Auto-rigging builds a humanoid skeleton for a generated character in minutes, and the rigged FBX or GLB export carries that joint hierarchy into Blender, Maya, Unity, or Unreal for control-rig work or retargeting.
Use cases
Last updated September 14, 2026









