01
Clips address bones by name
Every clip in the three.ws library is authored against one canonical
skeleton: Hips, LeftForeArm,
RightUpLeg, 52 joints in total. A track that names
LeftForeArm drives nothing on a rig that calls that joint
lowerarm_l.
02
The failure is silent
Nothing errors. The GLB loads, the material renders, the mixer runs, and
the character stands in its bind pose. Nobody tells you why, which is
why this page exists and why it runs before you upload rather than after.
03
Most rigs are one rename away
Mixamo, Avaturn, Ready Player Me, Unreal, VRM, Daz, Rigify, Biped,
HumanIK, Reallusion, and MakeHuman all name the same joints
differently. The canonicalizer already knows every one of those
dialects, and it can rewrite your file in place.
04
Partial rigs are the common case
A rig rarely fails outright. Far more often the torso and arms map and
the legs do not, so the avatar glides across the floor with frozen
knees. Scoring each limb group separately is the difference between
"62% covered" and "your legs will not move".