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Raw AI mesh·999,216 triangles · no skeleton

Raw mesh in.Game-ready character out.

Enfigure rebuilds the topology, fits a real skeleton, bakes the maps and exports to Unreal, Unity and glTF. All on your own machine.

Public beta · Windows and macOS

The problem

It looks finished.It isn't.

AI generators and scanners hand you a statue. Beautiful in a render, useless in an engine: nothing to deform, nothing to animate, nothing to dress.

A raw AI-generated character mesh, front view

Eyes painted on. No mouth inside.

999k triangles. No edge flow.

Clothes fused to the skin.

No skeleton. No weights.

One mesh. One material.

  • Eyes painted on. No mouth inside.
  • 999k triangles. No edge flow.
  • Clothes fused to the skin.
  • No skeleton. No weights.
  • One mesh. One material.
999,216
triangles in one surface
0
bones, weights or blend shapes
1
mesh: skin, clothes and hair fused

The result

Same character.Ready for production.

The character after EnfigureThe raw input
Raw AI mesh · 999,216 trianglesEnfigure · clean quads · rigged

Drag to compare. Rendered from the app's export.

How it works

From statue to character.

Seven steps, one app. Enfigure proposes, you confirm. Nothing destructive happens without you.

Enfigure's start card: the proposed job, detected facts and target

01 · Import

Drop it in.

FBX, glTF, GLB or OBJ. Enfigure reads the file, detects what it holds and proposes the job.

02 · Remesh

Clean quads, on request.

Opt-in retopology turns triangle soup into edge loops that deform. Revert any time.

Anchors proposed on the raw meshThe review chip: anchors proposed by the app

03 · Anchors

Landmarks you approve.

Points and curves land on the body. The ones Enfigure is unsure about wait for your call.

04 · Fit

One base. Your shape.

The base body takes on your mesh's proportions. Horns, tails and creature parts stretch from it.

05 · Rig

A real skeleton.

101 bones and skin weights in one pass. Pose it to check, paint weights where you need to.

Bake output: LitBake output: Base colourBake output: NormalBake output: OcclusionBake output: HeightBake output: ClayBake output: Topology

06 · Finish

Your look, baked.

Colour, normal, occlusion, height and more, baked onto clean UVs at the size your target needs.

Enfigure's export panel: engine, target and package

07 · Export

One click to the engine.

Unreal 5, Unity 6, Godot, Blender, Maya, glTF and the web, each with its own units, normals and packing.

Any body

One base. Every shape.

Same skeleton, same UVs, same export. Creature, heavy or stylised: the fit follows the mesh.

Stylised, rigged by Enfigure

01

Stylised

Hourglass figure · anime eyes

Creature, rigged by Enfigure

02

Creature

Goblin · oversized head

Behemoth, rigged by Enfigure

03

Behemoth

Extreme muscle mass

Heavy, rigged by Enfigure

04

Heavy

Heavy build

Tall, rigged by Enfigure

05

Tall

Long limbs, narrow frame

Export

One target.
Every engine.

Pick Hero, NPC or Mobile once. Bake size, LOD budgets and material limits follow everywhere.

LOD0—
LOD1—
LOD2—
LOD3—
Maps
2048 px
Materials
6
Unreal 5Unity 6GodotBlenderMayaglTFWeb

Inside

One app. The whole character.

No round trips between five tools. Import, fix, dress and export in one place.

  • Clean quad remesh

    Edge loops that deform. Opt-in, with before and after, and revert.

  • Anchors

    Detected points and curves, reviewed by you. Unsure ones are flagged.

  • Fit

    The base body takes your mesh's shape. Horns and tails stretch from it.

  • Rig and skin

    Skeleton and weights in one pass. Test poses and a weight brush.

  • Bake

    Colour, normal, curvature, thickness, AO and skin, at the target size.

  • Garments

    Match pose, layered fit and tightness by region, for any imported garment.

  • Cloth

    Fabric presets and a live simulation switch. Drape, then refit.

  • Character mode

    Eyes, mouth, nails, lashes, skin layers and creature parts.

  • Pose and clips

    Joint handles, IK limbs and library clips on the timeline.

  • Game-ready check

    Triangles, influences, materials and bones checked against the target.

  • One history

    Sculpt, weights, fit, pose and look. Every step named and undoable.

  • Runs locally

    Models ship as packs on your machine. No uploads, no credits.

Private by design

Your charactersnever leave your machine.

Enfigure runs locally, its models included. They download once, as packs. No uploads, no credits, no queue.

0
uploads
0
credits
3
devices per account

Public beta

Every character starts as a statue.Finish yours.

Free to download. Pro for the full pipeline.

Free

€0

Any account. No card.

Download free

Enfigure Pro

Public beta

€21.42/ month

Including 19% VAT in Germany. Confirmed before you pay.

Billed monthly. Cancel any time.

Upgrade to Pro
Windows
10 or 11 · DirectX 12 or Vulkan
macOS
Apple silicon · Metal
In
FBX · glTF · GLB · OBJ
Out
Unreal 5 · Unity 6 · glTF · FBX