Animate your 3D models with simple text prompts. Add movement, expressions, and interactions to bring your models to life.
3D prompts work best when they describe silhouette, materials, and output intent. The stronger the build brief, the more usable the resulting asset becomes.
Best results start with a clear subject, materials, and output goal.
3D Animation on Pixio turns static 3D models into animated assets. Upload a mesh (or use one you generated), add a text prompt to describe the motion you want, and get a rigged, animated model—walk cycles, idle poses, expressions, or custom movements—ready for export to game engines or video. Ideal when you already have a character or creature mesh and need it to move without hand-keying every bone.
3D Animation on Pixio turns static 3D models into animated assets. Upload a mesh (or use one you generated), add a text prompt to describe the motion you want, and get a rigged, animated model—walk cycles, idle poses, expressions, or custom movements—ready for export to game engines or video. Ideal when you already have a character or creature mesh and need it to move without hand-keying every bone.
| Mode | Input | Best for |
|---|---|---|
| Mesh + prompt | One 3D model (e.g. GLB) + text prompt | Describing the motion you want (e.g. "walking", "waving", "running") |
| Preset animations | Mesh + preset choice (when available) | One-click walk, run, idle, etc., for humanoids or quadrupeds |
| Option | Values | Notes |
|---|---|---|
| Character type | Humanoid, Quadruped (when supported) | Auto-rig and animation work best on standard bipedal or four-legged structures with clear limbs |
| Animation | Preset (walk, run, idle, etc.) or prompt-driven | Presets are fast; prompts allow custom motion description |
| Export | GLB, FBX, etc. | Check Pixio UI for formats; often includes skeleton and skin weights for Unity, Unreal, Blender |
| Face count | Up to backend limit (e.g. ~300K) | Very heavy meshes may need remesh first; check model card |
Credits depend on backend and complexity; check the model card in Pixio.
Rigging and animation are usually the slowest part of the 3D pipeline. 3D Animation automates both: the system infers or applies a skeleton, computes skin weights, and drives motion from your prompt or a preset. That works best when the mesh is clearly structured—humanoids with distinct head, torso, arms, legs; quadrupeds with four legs and a body. Stylized or non-standard proportions may need manual tweaks in a DCC tool after export.
| Scenario | Best choice |
|---|---|
| You have a mesh and need it to move | 3D Animation |
| You need to generate the mesh first (text or image) | Text to 3D, Image to 3D, Hunyuan 3D, Tripo, or Meshy |
| You need full pipeline: generate + segment + rig + animate | Tripo (generate + segmentation + rigging) or Meshy (generate + rigging) |
| You only need a static mesh, no motion | Image to 3D, Text to 3D, or other generate-only tools |
| You need custom rig or non-humanoid animation | Export mesh and rig/animate in Blender, Maya, or Unreal |
Lead with silhouette before detail.
Materials help the model resolve form more clearly.
Say what the asset is for: product, game, animation, visualization.
Refinement should serve the pipeline, not just aesthetics.
A strong 3D prompt defines silhouette, materials, and final use so the result feels buildable instead of vague.
Describe the subject, silhouette, scale, and material language so the asset has a clear physical identity.
Use images or multi-view inputs when the object shape needs to survive more accurately.
Improve the asset once the core shape works so it fits better into game, product, or visualization workflows.
3D Animation is strongest when the prompt reads like a build spec instead of a loose concept caption.
Use it for product forms, environment props, stylized assets, or 3D pipelines that need a strong starting mesh.
When refining, optimize toward the final destination instead of trying to solve everything in the first prompt.
Say what the object is and how it should read at a glance before chasing detail.
Describe the surface language and what the asset is meant for so the model has a stronger target.
Once the form is correct, improve readiness for texturing, animation, or export instead of starting over.
Use image generation first when you need a clearer concept frame before turning it into an asset.
Once the form works, stylization tools can push the asset into a more distinct final language.