Kitsmith

Characters & skeleton

Character jobs (25 credits) produce a rigged humanoid with an outfit, optional equipment and a set of animation clips, exported as GLB and FBX. Characters are built from a parametric base body rather than generated as a raw mesh, so every character in a kit shares the same skeleton and animations work across all of them.

The kitsmith-humanoid-v1 skeleton

The base body comes from MPFB2 (the MakeHuman plugin for Blender, CC0 assets). It is rigged with a skeleton that uses Mixamo bone names, with the mixamorig: prefix. The main bones:

mixamorig:Hips
mixamorig:Spine
mixamorig:Spine1
mixamorig:Spine2
mixamorig:Neck
mixamorig:Head
mixamorig:LeftShoulder
mixamorig:LeftArm
mixamorig:LeftForeArm
mixamorig:LeftHand
mixamorig:RightShoulder
mixamorig:RightArm
mixamorig:RightForeArm
mixamorig:RightHand
mixamorig:LeftUpLeg
mixamorig:LeftLeg
mixamorig:LeftFoot
mixamorig:LeftToeBase
mixamorig:RightUpLeg
mixamorig:RightLeg
mixamorig:RightFoot
mixamorig:RightToeBase

Finger bones follow the same scheme (for example mixamorig:RightHandIndex1 to mixamorig:RightHandIndex3). The character stands in a T-pose at rest, faces +Z in the glTF file, uses meters, and has its pivot at bottom center between the feet.

Body sliders

Four sliders shape the base body before the outfit is fitted:

  • Sex: a continuous blend between masculine and feminine body shapes.
  • Height: overall stature. The rig scales with the body, so animations still fit.
  • Build: from slim to heavy, affecting muscle and weight.
  • Age: from young adult to elderly proportions.

The prompt then describes the character’s look: face, hair, skin tone and the flavour of the outfit.

Outfits

Outfits are built from CC0 MakeHuman clothing assets, fitted to the body, then restyled with your project’s textures and palette so they match the rest of the kit. Body geometry hidden under clothing is masked to avoid poke-through. You can layer several items:

  • simple tunic
  • linen shirt
  • trousers
  • leather boots
  • leather armor
  • chainmail
  • plate armor
  • mage robe
  • hooded cloak
  • apron
  • work overalls
  • jacket
  • hat
  • gloves
  • belt with pouches

Equipment sockets

Equipment assets are generated with a target socket. When you add equipment to a character, it is parented to the matching bone so it follows the animation:

SocketBoneTypical use
hand_r (Right hand)mixamorig:RightHandMain-hand weapons, tools, torches
hand_l (Left hand)mixamorig:LeftHandShields, off-hand items, lanterns
head (Head)mixamorig:HeadHelmets, hats, hoods, crowns
back (Back)mixamorig:Spine2Sheathed swords, bows, quivers, backpacks
hip (Hip)mixamorig:HipsSheathed daggers, pouches, belt tools

In your engine you can also keep equipment separate and attach it at runtime to the same bones, which is the usual approach for swappable gear.

Included animations

Pick any of these clips per character. They come from CC0 animation sources, retargeted to the skeleton, and are embedded in the exported file:

  • idle
  • walk
  • run
  • jump
  • attack_melee
  • attack_ranged
  • cast
  • block
  • hit
  • death
  • crouch
  • sit
  • wave
  • interact

Using Mixamo animations

Because the bone names already match Mixamo, you can use Mixamo’s large animation library without re-rigging. Mixamo animations are covered by Adobe’s own terms, not by Kitsmith’s; check them before you ship.

Option A: upload the character

  1. Download the character FBX from Kitsmith.
  2. Upload it to mixamo.com. It should be recognised as already rigged, with no auto-rigger step.
  3. Pick animations, preview them on your character, and download with skin or without skin.

Option B: download without skin and retarget

Download animations from Mixamo using any Mixamo character, “Without Skin”, as FBX. Then:

  • Unity: set both the Kitsmith character and the animation FBX to Rig > Animation Type Humanoid. Unity maps the Mixamo bone names to its Humanoid avatar automatically, and any Humanoid clip plays on any Humanoid character.
  • Unreal: import the character as a Skeletal Mesh. Import the animation FBX and choose the Kitsmith character’s skeleton as the target; with identical bone names it binds directly. If proportions differ a lot, use an IK Rig and IK Retargeter between the two skeletons.
  • Godot 4: import the GLB or FBX, and in the Advanced Import Settings on the Skeleton3D node create a BoneMap with SkeletonProfileHumanoid. Do the same for the animation file. Godot renames bones to the humanoid profile so clips are shared between both.

Limits in this version

  • Humanoids only. Creatures, quadrupeds and stylised non-human proportions are not supported yet.
  • No facial rig or blend shapes for lip sync.
  • Poly count follows the character budget in your kit spec (30,000 triangles on the PC preset).

For engine setup see Engine import.