AI character animation generator
AI character animation generator, from rig to looping clips
Rig a humanoid, pick clips from a mocap library or describe a move in words, then get one GLB with every animation on the same skeleton. Built for the part where motion has to play inside a game.
The short answer
Summer gives a character motion two ways. The Meshy animation library applies preset mocap clips such as idle, walk, run, jump and attack to a character rigged by Meshy, and Hunyuan Motion turns a text prompt into a skeletal clip of up to 12 seconds, delivered as FBX. Summer auto-rigs humanoid meshes, retargets clips onto your character's skeleton, merges them into one GLB and imports the package into a Summer project with the locomotion clips marked to loop.
Most animation trouble in a game shows up after the clip exists. The rig does not match, the retarget twists the shoulders, the walk plays once and stops, or the character floats because the clip was authored at another scale. A generator that only hands you a file leaves all of that to you.
Summer treats the rig as the contract. Clips from the Meshy library are generated against your character's own rig task, and Summer checks every clip's skeleton against that rig before it will package them together. Text-to-motion clips come from a separate model on its own skeleton, so Studio retargets them by bone name when you export. The package that reaches your project is one rig GLB with named clips and a manifest that says which ones loop.
This page states exactly what each path gives you as an AI animation tool for games, what the rig must look like, and how the result behaves in a Godot 4 skeleton, including the limits.
What it does
Motion library by name
Summer's catalog of the Meshy animation library lists 678 clips in five groups (locomotion, combat, movements, idle and gestures, dancing). Search it in Studio or ask for common names like idle, walk, run, jump or attack. Up to 10 clips go in one request.
Text to motion
Describe a move and Hunyuan Motion generates a skeletal clip. In Studio's Animation tab you set the length from 0.5 to 12 seconds in half-second steps. The clip comes back as FBX.
Auto-rig a humanoid
Auto rig sends a humanoid mesh to Meshy, which places and skins the skeleton and returns walk and run clips with it. Studio rigs at Meshy's default height of 1.7 m. Through the MCP, summer_generate_3d takes riggingHeightMeters so your agent can pass the character's real height.
Starter set by default
Characters generated in the 3D tab get Rig plus starter animations on by default, which adds Idle, Walk, Run and Jump right after the mesh is ready.
Retarget on export
The Animation tab's export maps bone names from Mixamo, SMPL-H (the skeleton Hunyuan Motion clips use), Quaternius and generic rigs onto your character, then writes one animated GLB. Clips that do not map are skipped with a warning instead of exported broken.
Loops set for play
In an imported character package, idle, walk and run are marked as looping. Summer's default third-person controller sets those clips to loop at runtime and keeps jump as a one-shot.
How it works
- 1
Step 1: Start from a clean humanoid mesh
Generate it in the 3D tab with Character intent, or upload your own GLB. The mesh should be textured, bipedal, with clearly separated limbs, facing forward.
- 2
Step 2: Rig it
Use Auto rig on the mesh. Studio rigs at Meshy's default height of 1.7 m, and your agent can pass the real height through the MCP with summer_generate_3d and riggingHeightMeters. If the rig comes out wrong, check the mesh against the requirements below and regenerate it in a cleaner A or T pose.
- 3
Step 3: Add motion
Pick clips from the library for locomotion and combat, and use text to motion for the one move the library does not have, such as a specific emote or a signature attack.
- 4
Step 4: Export or import and test
Export one GLB from the Animation tab, or import the character package into your Summer project. Then play the scene and watch each clip on the character before wiring gameplay to it.
Two ways to run it
In Studio, or from the agent you already use
In Summer Studio
The Animation tab takes a rigged or unrigged GLB. Rig it with Auto rig, then add clips from the Library tab or generate one from text in the AI tab. The Export panel retargets the selected clips onto your character and downloads a single animated-character.glb. In the 3D tab, the Animate sidebar on a rigged character searches the whole Meshy library and adds clips to the character package.
Open the Animation tab in StudioFrom Claude, Cursor or Codex via MCP
Through the Summer MCP, summer_generate_3d with rig true and animationNames builds a rigged character package in one call, and summer_generate_motion adds more library clips to that rig by motionName, for example idle_combat, attack_sword, dodge_left or jump_land. The MCP tool uses the Meshy library backend today; text-to-motion runs in Studio. Both run on Summer servers without the engine open, and summer_import_asset_by_id brings the result into the project when the desktop app is running.
Example prompt for your agent
Take the rigged knight from my Summer assets, add idle_combat, attack_sword, block and hit_react from the motion library, import the character into the arena scene, and set up an AnimationTree so attack and block play as one-shots over locomotion.Set up the Summer MCP
| Meshy animation library | Hunyuan Motion (text to motion) | |
|---|---|---|
| Input | Clip name or action id | Text prompt, 0.5 to 12 seconds |
| Skeleton | Your character's Meshy rig | Its own humanoid skeleton (SMPL-H naming) |
| Output | GLB per clip, merged into the character package | FBX clip |
| Fit to your character | Native, checked against the rig | Retargeted by bone name on export |
| Loops | Idle, walk and run marked to loop in the package | Not made as loops; trim and loop in the engine |
| Best for | Locomotion, combat, common gestures | One-off moves the library lacks |
| Where it runs | Studio, in-app agent, MCP | Studio Animation tab |
Sources: Hunyuan Motion input schema on fal
Pricing
What it costs
- Auto-rig a character
- $1.14
- 3D model, Hunyuan 3D v3.1 Pro
- $0.75
Library clips and Hunyuan Motion clips are priced per clip, and the Studio panel shows the price before you run them. Bundled walk and run clips come with the rig.
Prices are charged from your Summer usage balance. Generating assets needs a paid plan or a top-up: Pro is $20 a month and includes $20 of usage, and top-ups start at $10. The desktop engine itself is free to download.
See all plansExamples
Prompts that work, and what comes back
Motion requests that work, and what comes back. Library names are exact; text prompts work best as a short action description.
Locomotion set
Prompt
Library clips idle, walk, run and jump on a rigged ranger
What you get
Four clips on the same skeleton, merged into the character's rig GLB. Idle, walk and run are marked to loop.
Melee combat
Prompt
Library clips attack_sword, block, dodge_left, dodge_right, hit_react and death
What you get
A combat set in one request, ready to become one-shot states in an AnimationTree.
Signature move from text
Prompt
A person spins once on the left foot, then raises both arms in celebration (3 seconds)
What you get
An FBX clip on Hunyuan Motion's own skeleton. Retarget it onto your character in the Animation tab export.
NPC ambience
Prompt
Library clips sit_idle, wave and dance on a villager
What you get
Idle-time motion for background characters without hand keying.
Emote from text
Prompt
A person waves with the right hand, then bows at the waist (2 seconds)
What you get
An FBX clip on Hunyuan Motion's own skeleton, retargeted onto your character by bone name when you export from the Animation tab.
Rig requirements
Meshy's rigging documentation lists what auto-rigging suits. Standard humanoid, bipedal characters with clearly defined limbs and body structure, textured, with the face pointing toward +Z, the glTF forward direction. Untextured meshes, non-humanoid creatures and humanoids with unclear limb structure are listed as unsuitable, and Meshy's API rejects models over 300,000 faces when rigging from one of its own generation tasks, so keep character meshes well under that. Meshy takes the approximate height of the character in meters, 1.7 by default. Studio uses that default, and your agent can pass the real height through the MCP.
Two practical consequences. Generate characters in an A or T pose with hands away from the body, which the 3D tab's Character intent does for you. And keep quadrupeds, creatures and props with moving parts out of this pipeline, because both the rigger and the text-to-motion model are humanoid only.
Text to motion AI for game characters
Hunyuan Motion is Tencent's HY-Motion model served through fal. You describe an action and it returns a skeletal clip of 0.5 to 12 seconds as FBX, on its own humanoid skeleton with SMPL-H style bone names such as Pelvis, L_Hip and R_Shoulder. It does not know your character, so the clip is fitted to your rig when you export from the Animation tab.
Tencent's own guidance is the best prompt advice. Keep prompts under 60 words and in English, and describe the action rather than the character's looks, clothing, mood, the scene or the camera. One humanoid only, since multi-person interactions and animals are listed as unsupported. Short single actions with a clear order, such as a person running then taking a big leap, come back cleanest.
- Write the verbs in order, for example "steps forward, swings the right arm overhead, then recovers to a guard stance".
- Set the length to the action. A two to three second emote needs no twelve second clip.
- Generate a few takes and keep the best one; every run is a new clip.
- Plan to trim and loop by hand, because looping and in-place motion are not supported by the model.
Retargeting Mixamo and AI clips to a Godot 4 skeleton
Clips from the library already share your character's skeleton, so they need no retargeting. Summer merges them onto the base rig by node name and validates the result; if a clip's skeleton does not match, the job fails instead of producing a twisted animation. Mixing clips from two separate rig runs on one character is refused for the same reason.
For clips from elsewhere, Godot 4 retargets at import time. In the Advanced Import Settings of the scene, select the Skeleton3D, create a BoneMap with SkeletonProfileHumanoid, and let it match bone names. Godot's docs call Overwrite Axis the most important option for sharing animations between models, Fix Silhouette helps when one model is in an A pose and the other in a T pose, and Normalize Position Tracks stops stride slipping between characters of different heights. If automatic matching misses bones, assign them by hand in the BoneMap.
Formats and loops
Summer's packages and exports are GLB, which is Godot's recommended format and carries skinning and animation in one file. Hunyuan Motion clips arrive as FBX, and Godot 4.3 and later import FBX directly through ufbx, so you can also bring them into a project without converting.
Loops need attention in any pipeline. Godot sets the loop flag on import only for clips whose names start or end with loop or cycle. Summer's character package records which clips loop in its manifest, and the default controller sets loop mode on idle, walk and run when the character starts. Tencent's HY-Motion documentation lists looping and in-place animation as unsupported, so a text-to-motion clip needs trimming to a clean cycle before you loop it.
What is not there yet
There is no video-to-mocap path, no facial animation and no non-humanoid rigging. Text-to-motion is not retargeted automatically when it is generated; that happens at export in the Animation tab. For hand-keyed polish, the clips are standard GLB and FBX that open in Blender.
Frequently asked questions
What is the best AI character animation generator for games?
For locomotion and combat, a mocap library applied to your own rig is the most reliable, because the clips are real motion capture and already match the skeleton. Text to motion is better for a specific move no library has. Summer gives you both on the same character.
Does my character need a rig first?
Yes. Library clips need a character rigged by Meshy, which Summer runs for you with Auto rig. Text-to-motion clips are generated on their own skeleton and retargeted onto your rig when you export from the Animation tab.
Can it animate animals or creatures?
Not today. The auto-rigger is built for humanoid bipeds, and Tencent lists non-humanoid characters as unsupported for HY-Motion.
Will the animations loop?
Idle, walk and run are marked as loops in a Summer character package, and the default controller sets them to loop in the engine. For your own clips in Godot, name them with loop or cycle at the start or end, or set the loop mode on the Animation.
How long can a text-to-motion clip be?
Studio's Animation tab accepts 0.5 to 12 seconds. Short, single actions give the cleanest results, and Tencent recommends prompts under 60 words in English.
Is this a Mixamo alternative?
It covers the same job, rigging a humanoid and applying mocap clips, and adds text to motion and an engine at the end. Clips you already have from Mixamo can still be retargeted onto a Summer character in Godot with a BoneMap at import.
What formats can I export?
One GLB with all selected clips from the Animation tab, or the character package imported into a Summer project. Text-to-motion clips are also available as FBX.
Is the AI animation generator free?
The Summer engine is free to download. Rigging and motion generation need a paid plan or a top-up, and each run is charged from your usage balance at the prices shown in Studio.
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