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ComfyUI-SkinToken Banner

ComfyUI-SkinToken

Automatic AI-powered 3D character rigging inside ComfyUI

FeaturesInstallationRequirementsNodesParametersCredits


Overview

ComfyUI-SkinToken wraps VAST-AI/SkinTokens into ComfyUI custom nodes, enabling fully automatic skeleton generation and skinning weight prediction for arbitrary 3D character meshes. Feed it a TRIMESH input and get back a production-ready rigged GLB/FBX — no manual bone placement required.

Features

  • 🦴 Automatic Skeleton Generation — Predicts joint positions, hierarchy, and bone lengths from mesh geometry alone
  • 🎨 Skinning Weight Prediction — AI-generated vertex weights with configurable groups per vertex
  • 🔄 Transfer Rigging — Transfer a generated rig back onto the original high-detail mesh
  • 📐 Bottom Center Origin — Automatically align the skeleton origin to the bottom-center of the mesh bounding box
  • 🧹 Auto Mesh Cleanup — Merge vertices by distance and shade smooth by angle before export
  • 🏷️ Skeleton Templates — Rename bones to Mixamo or Unreal Engine 5 naming conventions
  • 📦 Auto Model Download — Checkpoints are pulled from HuggingFace on first run
  • 🖥️ Headless Blender Export — Works without a Blender GUI via background process

Installation

ComfyUI Manager (Recommended)

Search for ComfyUI-SkinToken in ComfyUI Manager and install.

Manual

cd ComfyUI/custom_nodes
git clone https://github.com/Rizzlord/ComfyUI-SkinToken.git
cd ComfyUI-SkinToken
pip install -r requirements.txt

Requirements

Requirement Details
GPU CUDA-capable GPU (inference runs on GPU)
Blender Blender 4.0+ on PATH or set SKINTOKEN_BLENDER_BIN env var
Python Python 3.10+ (ComfyUI environment)
VRAM ~4 GB for the default checkpoint

Python Dependencies

transformers>=4.57.0
diffusers>=0.35.0
python-box
einops
omegaconf
lightning
addict
fast-simplification
trimesh
open3d
huggingface_hub
numpy>=1.26.0
scipy

Nodes

🔽 SkinToken Download Models

Downloads the required model checkpoints from HuggingFace into ComfyUI/models/skintoken/.

Output Type Description
status STRING Download result summary
models_dir STRING Path to the models directory

🦴 SkinToken Rig

The main rigging node. Takes a TRIMESH input and outputs a rigged mesh.

Output Type Description
trimesh TRIMESH The rigged mesh
rigged_path STRING File path to the exported model
asset SKINTOKEN_ASSET Internal asset for chaining
backend STRING bpy or blender_headless

Parameters

Parameter Type Default Description
ckpt_name dropdown grpo_1400.ckpt Model checkpoint to use
device dropdown auto Inference device (auto / cuda)
save_file bool True Save output to the output directory
filename_prefix string 3D/SkinToken_ Output filename prefix
file_format dropdown glb Export format (glb / fbx)
use_transfer bool False Transfer rig onto the original mesh
use_postprocess bool False Apply voxel-based skin postprocessing
group_per_vertex int 4 Max bone influences per vertex
bottom_center_origin bool False Set skeleton origin to bottom-center of mesh
smooth_angle float 55.0 Angle threshold for shade smooth
skeleton_template dropdown Keep model names Bone naming convention
top_k int 5 Top-K sampling for generation
top_p float 0.95 Nucleus sampling threshold
temperature float 1.0 Sampling temperature
repetition_penalty float 2.0 Repetition penalty
num_beams int 10 Beam search width

Environment Variables

Variable Description
SKINTOKEN_BLENDER_BIN Path to the Blender binary (overrides auto-detection)
SKINTOKEN_FORCE_HEADLESS Set to 1 to always use headless Blender export

Workflow

[Load 3D Model] → [TRIMESH] → [SkinToken Rig] → [Rigged GLB/FBX]
  1. Load a 3D mesh as TRIMESH (using any mesh loader node)
  2. Connect to SkinToken Rig
  3. Configure skeleton template, export format, and generation params
  4. Execute — the node predicts skeleton + weights and exports through Blender

Tips

  • use_transfer = True produces better results for detailed meshes — it transfers the predicted rig back onto the original geometry preserving all detail
  • bottom_center_origin = True is recommended for game engine workflows (Unreal, Unity) where the pivot point should be at the character's feet
  • skeleton_template = "Unreal Engine 5" maps bones to UE5 naming for direct Mannequin retargeting
  • Lower temperature and higher num_beams produce more deterministic skeletons
  • Increase group_per_vertex for smoother deformations at the cost of performance

Credits

  • SkinTokens by VAST-AI — the underlying rigging model
  • Qwen3-0.6B — language model backbone for token generation

License

This node pack wraps the SkinTokens model. Please refer to the SkinTokens repository for model licensing terms.

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