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:
| 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/