Describe a movement.
Get a skeletal animation for your character.
Type what you want your character to do — a walk cycle, a run, a jump, a wave, an idle — and AnnoMotion generates a skeletal animation you can drop straight onto a humanoid rig. Preview the motion on a skeleton right in your browser, then export an animation file that's ready for your engine or your DCC. No keyframing, no mocap suit — just a prompt. Powered by AnnoMotion AI.
What's inside
A prompt in, a ready-to-use animation out.
Motion turns a plain-language description into a skeletal animation targeted at a standard humanoid rig — so instead of hand-keying poses or booking a mocap session, you describe the move and get a clip you can play back and export.
Prompt to motion
Write what the character should do in plain English — "a relaxed walk", "a big two-footed jump", "a friendly wave" — and get a skeletal animation built to match. No timeline scrubbing required.
Skeletal, not baked
You get real bone animation on a humanoid skeleton — hips, spine, limbs and head — so it goes through your engine's own humanoid retargeting onto your character, instead of being locked to one mesh.
Locomotion & gestures
Cover the everyday library — walk, run, jog, jump, idle, wave and more — from a single text box. Build a movement set for a character without leaving the tool.
In-browser skeleton preview
See the result play back on a skeleton right on the page before you commit — check the timing and the pose read, tweak your prompt, and run it again until it feels right.
Exportable animation file
Download the clip as an animation file that imports straight into your engine or DCC — drop it onto a compatible humanoid rig and hit play.
Engine & DCC ready
Built for a standard humanoid skeleton, so the motion lands cleanly in Unity, Godot and Unreal, and opens in Blender when you want to polish it by hand.
How it works
Three steps, from a sentence to a character moving.
Type the movement
Say what you want — "a confident walk cycle", "a startled jump back", "a slow wave hello". A short prompt is enough; add pace or mood if you want to steer it.
Watch it on a skeleton
The generated clip plays back on a humanoid skeleton in your browser. Check the timing and the poses, adjust the wording and re-run until the motion reads the way you want.
Download & retarget
Export the animation file, drop it onto your character's humanoid rig in Unity, Godot, Unreal or Blender, and it's ready to play — or to blend into your state machine.
Built for
Game devs, animators and prototypers.
When you need a character moving now — to block out a feel, fill a movement set or stand in for mocap you don't have.
Greybox prototyping
Get a walk, run and jump onto your protagonist from three sentences, so you can tune game feel long before the animation team touches it.
Movement libraries
Fill out a character's clip set — idles, locomotion and gestures — from prompts, then refine the ones that matter most.
NPC & crowd motion
Give background characters simple, believable movement without hand-animating each one — describe it and drop it on the rig.
Mocap stand-ins
Block scenes with placeholder motion while you wait on a capture session, then swap in the real thing later.
Blender polish base
Start from a generated clip and refine curves, timing and contacts by hand in Blender instead of keying from an empty timeline.
Game jams
When the clock's running, describe the move and export it — a full set of character animations without a dedicated animator on the team.
Model not rigged yet — or want to key the motion yourself? AnnoMotion Skeleton fits a skeleton to a model in your browser and gives you a keyframe timeline to animate it on, then exports a rigged glTF with every clip intact. The editor is free; the AI steps — the optional auto-rig, and generating a model from a description — are what spend credits.
FAQ
Text to motion, answered.
What file do I get back?
A skeletal animation file, downloadable straight from the result — FBX in most cases, occasionally glTF binary (.glb), and whichever you get is what the file is named. The motion sits on a skeleton rather than being baked into a mesh, which is what lets you take it into Unity, Godot, Unreal or Blender and put it on a character of your own.
Can I see the movement before I download it?
Yes. Every finished clip plays back on a skeleton right in the page, with play and pause, so you can judge the timing and how the poses read before the file goes anywhere. If the preview cannot render in your browser, the download link is still there on the same panel.
Will it fit my character?
The clip is generated on a humanoid skeleton rather than tied to one mesh, so it goes through the same humanoid retargeting path your engine already uses for any imported animation clip. How cleanly it lands still depends on your own rig — its proportions and how its bones are named — so try it on your character before you build a state machine around it.
How long does a generation take?
It runs as a queued job rather than instantly: the page polls while it is generating and shows the clip as soon as it arrives. The tool waits up to six minutes, and if nothing has come back by then it gives up and refunds you rather than leaving the job hanging.
What if a generation fails?
You get the credits back automatically. They are taken when you submit, and a generation that fails or times out is refunded without you having to ask, so you are only charged for animations you actually get. Once a run has started it goes to the end, so check the prompt before you submit it.
How should I write the prompt?
Short and specific. The box takes up to 500 characters, and naming the movement plus its pace or mood does more than length — "a confident walk cycle", "a startled jump back", "a slow wave hello". If a clip does not read the way you want, changing the wording and running it again is usually faster than describing it in more detail.
Animate your first character from a prompt.
Describe a walk, a jump or a wave, preview it on a skeleton in your browser, and export an animation file ready for Unity, Godot, Unreal or Blender.