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 Frame-by-Frame Animation.
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:
| Mode | Parameters | Description |
|---|---|---|
| Text-to-Character | prompt | Pure 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:
| Parameter | Type | Default | Description |
|---|---|---|---|
prompt | string | Required | Character appearance description (≤600 characters) |
prefab_output_path | string | Assets/TJGenerators/History/ | Output prefab path, automatically deduplicated if path conflicts |
action_id | int | 452 (Backflip) | Animation action ID (see table below) |
target_polycount | int | 30000 | Target face count (100–300000). Only valid when should_remesh=true |
pose_mode | string | "t-pose" | "t-pose" / "a-pose" / "" |
height_meters | float | 1.7 | Character height (meters) |
enable_pbr | bool | true | Whether to generate PBR textures |
should_remesh | bool | true | Whether to enable remeshing; when false, directly returns highest precision triangular mesh |
topology | string | "triangle" | "quad" / "triangle", only valid when should_remesh=true |
symmetry_mode | string | "auto" | "off" / "auto" / "on" |
seed | int | 0 (random) | Random seed |
force_overwrite | bool | false | Delete existing prefab at same path and regenerate |
Common Animation Action IDs (action_id)
| ID | Name | Category |
|---|---|---|
| 0 | Idle | Daily |
| 42 | Casual_Walk | Walking |
| 26 | Run_02 | Running |
| 4 | Attack | Combat |
| 75 | Arm_Circle_Shuffle | Dance |
| 452 | Backflip (default) | Stunts |
For complete 676 actions, see
animations.jsonin the package.
AnimatorController Auto Configuration
| State | AnimationClip | Transition Condition |
|---|---|---|
| Idle | Reuse Walk clip (use T-pose when no clip) | Default fallback |
| Walk | Walking loop clip | Speed > 0.1 |
| Run | Running loop clip | Speed > 0.5 |
| Action | Custom 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 performancetopology: "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_idis not specified, backflip will play when entering Play Mode - ⚠️ Default topology is
triangle(not quad) - ⚠️
should_remesh: falsewill return highest precision triangular mesh, face count not controlled bytarget_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.csfiles to disk) - ⚠️ Output Path: Default
Assets/TJGenerators/History/