3D characters and motion
Turn a sprite or a description into a rigged 3D character, then animate it from text.
3D characters are for paying accounts. Buying any credit pack or plan once unlocks them. Signup credit does not count. Anyone can see the price first.
Making a character
Open 3D Characters in the workshop and stay in Character mode. A character is made from one of two things:
- A picture. Upload one, drop it on the bench, or choose Reuse to pick something you already made. A sprite's front view works best: one character, the whole body, nothing in front of it. Make it a 3D character under a finished sprite, or 3D character under a turnaround, opens the bench with that picture already chosen.
- A description. Describe a single humanoid, such as “A stylized human adventurer in a leather jacket.”
Choose the mesh detail (5,000, 15,000 or 30,000 polygons). Generation makes a textured character in T-pose, adds a skeleton and skin weights, and checks the rig for deformation. A character costs 35 credits. Download it as a rigged GLB, or choose Animate this character.
Adding motion
In Motion mode, choose one of your characters and describe an action, such as “Walk forward cautiously, then wave with the right hand.” Choose a duration from 2 to 10 seconds in half-second steps. A motion costs 13 credits, which covers generating it and fitting it to the character.
Every motion uses the skeleton saved with the character. All the animations of one character work on the same rig in your engine, and you can add motions for as long as its files are kept. Within three days of making the character the motion is fitted by the same service that rigged it. After that it is fitted here. Either way the result is checked for deformation before it is exported.
The preview supports orbiting, playback, pause, restart, speed selection and timeline scrubbing. Download animated GLB saves the textured mesh, skeleton and animation together. Playback speed only changes the preview, not the exported clip.
Limits
This version supports humanoids and one motion per export. Facial animation, creatures, motion blending and multi-clip exports are not included. Characters with clearly separated arms and legs work best. Held objects and bulky clothing can make rigging worse. Different proportions can still cause foot sliding or imperfect hand contact.
Severe stretching fails the checks, as does a picture with no humanoid pose that can be found. Either way the job is refunded. These checks catch gross deformation, so look at the result before using it in a game. Download your files before their retention period ends.