Hunyuan3D + TokenRig — has anyone actually made this walk naturally?
I’m building a fully AI-driven crowd-character pipeline:
Hunyuan3D 2.5 → mesh optimization → TokenRig → 8-phase walk cycle
The character looks good and is down to around 3,400 triangles. The rig works. But getting a believable human walk has been brutal.
Feet float or slide, knees bend strangely, left and right react differently—and sometimes every technical check passes while the walk still looks completely wrong.
We finally got something usable by measuring the deformed mesh instead of trusting the bone positions, but it still feels far harder than it should.
Has anyone successfully created clean human locomotion with TokenRig? I’d love to hear what actually worked—not just in theory.
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Posted Jul 25, 2026, 7:47 PM UTC