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Animated 3D Character Generation

Use Meshy AI to generate Humanoid 3D characters with skeletal animations from text. Output up to 4 FBX files (character + animations) + automatically configured Animator + AnimatorController (Idle / Walk / Run / Action).

Supports only humanoid characters (Humanoid). For general 3D objects (weapons, furniture, vehicles, etc.), use 3D Model Generation; to rig/add animations to existing models, use Model Rigging and Animation Generation; for 2D frame animations, use 2D Action Sequence Frames.

Getting Started

Start from GUI

Refer to the beginning section of Generate 3D Models (the 3D model generation process is the same; specify an animated humanoid character through the dialog).

Start from CLI

Use the generate_animated_character tool to generate humanoid 3D characters with skeletal animations. After generation is complete, the character is automatically saved as a Prefab and Animator + AnimatorController are automatically configured.

Input Modes:

ModeParametersDescription
Text-to-CharacterpromptPure text description (≤600 characters)

Models

Meshy AI (Only Model)

  • Use Cases: Humanoid character + animation generation (NPCs, player characters, enemies, etc.)
  • Output: Up to 4 FBX files (character + animations) + automatically configured AnimatorController (Idle / Walk / Run / Action)
  • Animation Selection: 676 animation actions (action_id), default Backflip (ID: 452)
  • Key Parameters:
ParameterTypeDefaultDescription
promptstringRequiredCharacter appearance description (≤600 characters)
prefab_output_pathstringAssets/TJGenerators/History/Output prefab path, automatically deduplicated if path conflicts
action_idint452 (Backflip)Animation action ID (see table below)
target_polycountint30000Target face count (100–300000). Only valid when should_remesh=true
pose_modestring"t-pose""t-pose" / "a-pose" / ""
height_metersfloat1.7Character height (meters)
enable_pbrbooltrueWhether to generate PBR textures
should_remeshbooltrueWhether to enable remeshing; when false, directly returns highest precision triangular mesh
topologystring"triangle""quad" / "triangle", only valid when should_remesh=true
symmetry_modestring"auto""off" / "auto" / "on"
seedint0 (random)Random seed
force_overwriteboolfalseDelete existing prefab at same path and regenerate

Common Animation Action IDs (action_id)

IDNameCategory
0IdleDaily
42Casual_WalkWalking
26Run_02Running
4AttackCombat
75Arm_Circle_ShuffleDance
452Backflip (default)Stunts

For complete 676 actions, see animations.json in the package.

AnimatorController Auto Configuration

StateAnimationClipTransition Condition
IdleReuse Walk clip (use T-pose when no clip)Default fallback
WalkWalking loop clipSpeed > 0.1
RunRunning loop clipSpeed > 0.5
ActionCustom action clip (action_id)Action Trigger

Parameters: Speed (Float), Action (Trigger). Default state is determined by available clip priority: Action (enters Play Mode immediately when action clip exists) → Walk → Idle (T-pose fallback).


Optimization

Prompt Optimization

  • Describe character equipment and clothing details: "a medieval knight in full plate armor with a red cape and horned helmet" > "a knight"
  • Specify style: "low-poly cartoony warrior" / "hyper-realistic sci-fi soldier"

Face Count Optimization

  • Mobile/Background NPCs: target_polycount: 5000–10000
  • Desktop Protagonists: target_polycount: 15000–30000
  • High Precision Hero: target_polycount: 50000+

Animation Selection

  • NPC/Idle: action_id: 0 (Idle); moving character: action_id: 42 (Walk); combat character: action_id: 4 (Attack); default showcase: action_id: 452 (Backflip)

Topology Selection

  • topology: "triangle" (default): Fewer faces, better performance
  • topology: "quad": Quad-dominant, suitable for subsequent manual editing

Parallel Generation

  • Maximum 3 concurrent tasks (fewer than other tools)

Notes

  • ⚠️ Humanoid characters only, does not support animals, monsters, or other non-humanoid skeletons
  • ⚠️ Generation time 3–10 minutes
  • ⚠️ 100% Progress ≠ Completion: Model files may still be downloading and importing, please wait for generation to fully complete
  • ⚠️ Maximum 3 concurrent tasks, fewer than other tools (5)
  • ⚠️ Default action is Backflip (ID: 452), if action_id is not specified, backflip will play when entering Play Mode
  • ⚠️ Default topology is triangle (not quad)
  • ⚠️ should_remesh: false will return highest precision triangular mesh, face count not controlled by target_polycount
  • ⚠️ Interrupt Recovery: When generation is interrupted, regenerate with force_overwrite=true
  • ⚠️ AnimatorController Control Method: Action animation auto-plays when entering Play Mode without writing code; WASD movement control requires writing MonoBehaviour (use execute_csharp_script, do not write .cs files to disk)
  • ⚠️ Output Path: Default Assets/TJGenerators/History/