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Free Character Animation Library

Drop in a rigged character and get 260 CC0 animations retargeted onto its own skeleton, right in the browser. Walking, running, jumping, climbing, sword and bow combat, farming and mining, dances and emotes, and a full zombie set. Preview any of them on your model for free, tick the ones you want, and export a GLB with those clips baked in on the Standard or Pro plan. Nothing is uploaded, and the motions are public domain, so there's nothing to credit.

260 CC0 motions

Your character, already moving.

Drop in a rigged character and the whole library retargets onto its own skeleton, in your browser. Preview any motion on your model, tick the ones you want, and take one GLB with them baked in.

260 CC0 clipsRetargeted in your browserOne GLB out
Playing on a rigged character
Loading 3D model...
Drag to rotate • Scroll to zoom
LocomotionJumpsCombatClimbingReactionsEmotes
Ready to put motion on your character?

How the retargeting works

An animation is not a property of a model. It's a set of rotations for named joints, and playing one on a different skeleton only works if something maps the joints across. That mapping is the whole problem, and it's why you usually can't just drop one character's walk cycle onto another.

This tool solves it in world space rather than by copying local rotations. For each frame it works out where the source joint actually is relative to its own bind pose, then puts your joint in the matching place relative to yours. The distinction matters because rigs disagree about which way a bone's local axes point: copying local rotations across two rigs that disagree puts arms out by ninety degrees, which is the classic broken-retarget look. Working in world space sidesteps that entirely.

Everything happens on your machine. The clips are fetched once, then reused for every model you try, which is why the marginal cost of an animated character here is nothing.

Solving all 260 takes a few minutes, so they arrive one at a time rather than making you wait for the set. Locomotion comes first and the first clip starts playing as soon as it lands, so you can preview, pick and export while the rest are still solving.

What your rig needs

A humanoid skeleton with the usual joints: hips, spine, head, upper and lower arms, hands, upper and lower legs, feet. Names are matched flexibly, so mixamorig:LeftArm, LeftArm and left_arm all resolve. Fingers are optional and their absence is normal.

Rigs from our auto rigger work, and so do Mixamo rigs, Ready Player Me avatars, and most humanoid characters exported from Blender with a standard armature. Quadrupeds don't: the library is humanoid motion, and there is no sensible mapping from a biped's spine to a dog's.

If the tool says joints are missing, the model either isn't rigged or has a skeleton the library can't read. Rig it first and come back.

Where the motions come from

All 260 clips are from the Quaternius Universal Animation Library, released under CC0. Public domain: use them commercially, modify them, ship them, credit nobody. That's a genuinely different footing from most free animation, which tends to be CC-BY at best.

They're the same clips our game creator uses, which is why they cover the categories a game actually needs rather than a showreel's worth of walk cycles.

Common questions

Is this a Mixamo alternative?

For the common case, yes: free humanoid animations retargeted onto your own character, downloadable as GLB. Two differences worth knowing. The clips here are CC0, so there are no licence terms attached to what you ship. And everything runs in your browser rather than on a server, so there's no account and no upload.

What format do I get back?

GLB, with your model and every selected clip baked onto its skeleton. That loads directly into three.js, Babylon.js, PlayCanvas, Godot, Unity and Blender.

Can I use these animations commercially?

Yes. CC0 is a public domain dedication, so commercial use, modification and redistribution are all fine with no attribution required. Your model's own licence is a separate question, of course.

Why does my character slide along the floor?

Most locomotion clips are authored in place, so forward movement is your game's job rather than the animation's. That's usually what you want: you drive position from input or physics and let the animation supply the leg motion. If a clip carries its own root movement, it will move the character in the preview too.

The animation plays but the arms look wrong.

That's almost always a rig whose arms are authored in a pose the retargeter reads differently, usually an A-pose being treated as a T-pose. Check the model in the GLB viewer with the skeleton overlay on and see whether the bind pose matches what you expect.

Can I add just one animation?

Yes. Tick one clip and the exported GLB carries only that. Fewer clips means a much smaller file, and animation data is often most of a character's file size.

How many can I export at once?

As many as you tick. Baking each clip takes a moment, so a hundred clips takes a while and produces a large file. For a game, most characters need something like eight: idle, walk, run, jump, land, attack, hit, die.