Rigging in Triangular Meshes Without Dying in the Attempt

Published on January 08, 2026 | Translated from Spanish
3D character with triangular topology being rigged in Maya with HumanIK system.

Rigging Triangular Meshes Without Dying in the Attempt

Did your character come out of Marvelous Designer with more tris than a sack of french fries? 🥔 Don't worry, you can rig and animate it without going through the ordeal of retopology. Although purists may clutch their heads, in many cases working with tris is perfectly viable. That said, with some important nuances. 💡

HumanIK Doesn't Discriminate by Topology

Maya's HumanIK system is like that friend who doesn't judge: it doesn't care if your mesh is in tris, quads, or made with toothpicks. The only thing that matters to it is:

So you can import your model directly from Marvelous Designer and start animating without remorse. 🎭

nCloth and Simulations: Friends or Enemies?

For cloth simulations with nCloth, the real problem isn't the tris, but:

A character in tris can be perfect as a collider, as long as it doesn't look like Swiss cheese at the topological level.

When You Should Consider Retopologizing

There are cases where tris aren't the best option:

But if you only need a functional character to simulate clothing, save yourself the extra work. After all, in production sometimes what matters is getting to render, not having the prettiest topology in the west. 🤠

So the next time someone tells you that "that's not how it's done", remind them that in the real world there are deadlines... and not everyone has time to retopologize every last wrinkle. 😉