rig.assetType
A skeleton, as a composite asset. A rig is its own primitive — not a mesh and not an animation. The folder `<name>.rig/` carries:
rig asset type
A skeleton, as a composite asset. A rig is its own primitive — not a mesh and
not an animation. The folder <name>.rig/ carries:
rig.json— the readable skeleton document, the asset's primary. Consumers reference the.rigasset's guid, never this inner file. It holds:bones— ordered bones, each with aname, aparentindex (-1 for a root), thenodeindex it maps to, itsrestlocal transform (translation / rotation / scale relative to the parent — the bone's offset and length), and itsinverseBindmatrix (16 floats). Therestis the hand-editable driver for posing and shape-preserving retargeting; theinverseBindis what skinning reads.profile— the retarget holder:baseplus arolesmap from each canonical humanoid role to the bone name that fills it. Present when the skeleton is a humanoid; this is the map that drives retargeting and the thing you edit to fix a mis-mapped bone.humanoid— the structural classification (isHumanoid,hasHips,hasHead,armChains,legChains,mappedRoles) that gates whether the rig joins the shared humanoid-animation pool.
The format is JSON, not binary, because a rig is small structural metadata an
agent inspects and hand-corrects — the bulk binary .mesh/.animation carry
their own decode paths, but a rig is meant to be read.
A skinned .mesh references a .rig (the mesh keeps only per-vertex skin
weights; the skeleton lives here). An .animation references its source .rig.
Retargeting maps a clip from one rig onto another, routing each bone through its
canonical role in the shared BASE rig (rigs/base_humanoid.rig).
In the Inspector
Selecting a rig opens its Skeleton section: the bone count, the number of roots, the humanoid classification the rig derived (humanoid, arm and leg chains, mapped roles), and the bone hierarchy, indented by depth.
Scoped to this part · feeds back into the world's score.