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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 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:

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/