Part of the
text-to-motion skill. The skill links here when your agent needs the detail.LeftArm borrows everything the model learned from human arms.
Rigs named like a human skeleton therefore animate far better than freeform names, even
on non-humans. Measured on cartoon flowers: with plant names (Stem1,
LeafL1) most prompts barely moved; the same rig with human names nodded, bowed,
gestured and looked around on cue.
Limits the service enforces
- One skinned armature driving the mesh; GLB or FBX; at most 100 MB.
- 5-70 bones total (helper, twist and finger bones count). Remove extras before submitting.
- Existing animations are ignored; the service adds its own reference clip.
- Facing is detected from a left/right limb pair (
RightUpLeg/LeftUpLeg, else arms).
Humanoids
Meshy, Mixamo-style (mixamorig:*) and Summer auto-rig skeletons work as-is.
Summer character packages (character-model) can use text-to-motion for extra custom
clips; keep the package’s canonical idle/walk/run/jump from generate-motion.
Non-humanoids: map the body plan to human bone names
Talking-flower recipe (validated)
- Stem =
Hips>Spine>Spine1>Spine2>Neck>Head; petals parented toHead. - Leaf-arms on the upper-middle stem, parented to
Spine1/Spine2, pointing sideways. - Keep the arms clear of the petals and face. Hands that touch the lower petals get their weights mixed and the mesh warps when the arm moves; arms lower on the stem deform cleanly.
- Submit with
lockJoints: ["Hips","Spine"]so the flower stays planted, andcfgScale: 5for readable gestures.
Rigging an unrigged mesh
- Humanoid: the Summer auto-rig (
character-model,assets.generate_3dwithrig: true). - Other body plans: rig in the user’s own Blender (
fabricating-assets) or offline (skintokens-auto-rigging), using the human bone names above where the body plan allows (stem as spine, leaves as arms).
Source:
library/skills/text-to-motion/rigging-for-text-motion.md, rendered from summer-engine@4.3.0 on npm.
