AI Animation Generator for 3D Characters
Prompt Animations turns a written description into skeletal motion. Describe a movement in words and play it back in the browser. Drop in any rigged humanoid GLB and we'll auto-detect the skeleton and retarget the motion onto your character, without installing anything.
Describe a move. Get the animation.
Write what the body does and a motion model animates it. Watch it play, drop in a rigged character to see it on them, and take the BVH or a GLB with the motion baked on.
What you get
- Text to motion — type "a person does a backflip" and get the animation
- Live preview — watch the motion play on a stick figure, and on your character if you upload one
- Auto-retargeting — works with Mixamo, Tripo, Reallusion CC4, UE5, or generic humanoid bone naming
- GLB export — download your character with the new animation baked in
- BVH download — for Blender, Maya, Cascadeur, Unreal, or your own pipeline
- 1 to 10 second clips — pick the duration that fits your motion
Formats and engine compatibility
| Step | Supported format |
|---|---|
| Character upload | Rigged humanoid GLB or glTF |
| Motion output | BVH, or GLB with the animation baked in |
| Use it in | Blender, Maya, Cascadeur, Unreal, Unity, Godot, Three.js, Babylon.js |
Write a prompt that works
- Describe the body's motion in concrete terms. "Person crouches and slowly stands up" beats "stand-up animation".
- Keep clips short. Most actions fit in 3 to 6 seconds, and shorter clips generate faster.
- Name one action per clip. Chaining "runs, jumps, then rolls" into one prompt gives a muddier result than three separate clips.
How does text-to-animation work?
You describe a motion and a motion model generates a skeletal animation for it, which arrives as a BVH file. If you upload a rigged character, the browser retargets that motion onto your character's own skeleton so you can watch it play and export the result. The source skeleton is NVIDIA SOMA at 77 bones, and the retargeter uses the 22 humanoid body bones while ignoring fingers.
What character files can I animate?
Upload a rigged humanoid GLB or glTF. The skeleton is detected automatically across Mixamo, Tripo, Reallusion CC4, UE5, and generic humanoid bone naming, so a model from most standard pipelines will work without renaming bones by hand.
Do I need a rigged model first?
Yes, retargeting needs a skeleton to target. If your character is a static mesh, run it through the Auto Rigger first, then come back here. Both tools share a humanoid bone convention, so a model rigged here retargets cleanly.
How is this different from a stock animation library?
A stock library gives you clips somebody already made, which is the faster path for common motions like walking, running, or idling. The Auto Rigger covers that case with a built-in CC0 clip library at no extra cost. Use this generator when you need a specific action that no stock library has, described in your own words.
Is the AI animation generator free?
Generating a motion uses credits, including the credits on the Free plan. Sign in, describe a motion, and preview the result in the browser. See plans for what each tier includes.
Where to go next
- Start with a static character, or generate one in the 3D Model Generator.
- Rig it in the Auto Rigger and bake in the stock motions your game needs.
- Come back here for the custom actions the stock library doesn't cover.
- Import the final GLB into your game or web scene.
For a wider look at where character animation comes from, including the free libraries worth knowing, see Free Character Animations and Auto-Rigging.
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