The Animation tool puts a skeleton into a 3D model (rigging), then lets you apply motions from a ready-made library to it. You rig once; every motion you apply afterwards is added to that same rigged card.
Rig a model
- Choose Animation in the left tool bar (the last icon). On mobile, long-press a library thumbnail and choose Animation.
- Use the Source Model card to pick the model to rig. Characters made with the T-Pose chip in Text to Image or Text to 3D work especially well.
- Pick the Body type and the engine (see below).
- Press Rig. The estimated time (1–5 min) and the credit cost show under the button.
The rig arrives in your library as a new card named (Rigged); the source model stays as it is. The card reads Rigged · engine, and the motions you apply to it collect under Applied motions — the first chip, Rest pose, is the rig without a motion. A rig only plays motions from the engine that made it.
Choosing an engine
The engine picker lists three engines, each with its own motion library.
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PB Animation (available on Free) — PicoBerry's own engine. It keeps your mesh, rigs humanoid, four-legged and other bodies, comes with 900+ humanoid motions that are free to apply, and lets you mark joints, adjust the base pose and adjust motions. See PB Animation below.
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Meshy Ani — 600+ presets, suited to realistic human proportions. Humanoid only. Paid plans only. Categories: WalkAndRun, Fighting, DailyActions, BodyMovements, Dancing.
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Tripo Ani (available on Free) — 80+ presets, and it also handles stylized characters and chibi proportions. Humanoid only. Categories: Movement, Combat, Emotion, Dance, Sports, Daily, Gesture.
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When you open the tool, Meshy Ani is selected on paid plans and Tripo Ani on Free. Picking Four-legged or Other as the body type switches to PB Animation.
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On the Free plan, Meshy Ani carries a crown, and clicking it opens a Premium model — Meshy Ani notice.
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For big-headed chibi characters, Tripo Ani rigs more reliably than Meshy Ani; with PB Animation, turn on Chibi body instead (see below).
PB Animation
PB Animation is PicoBerry's own rigging and motion engine. It fits the rig onto your model without rebuilding the mesh, rigs bodies that aren't humanoid, and gives humanoid rigs a library of more than 900 motions that cost no credits to apply. The walkthrough below shows the whole flow.
Body type
Choose Humanoid, Four-legged (Beta) or Other (Beta) under Body type before you rig.
- The body type is never guessed from the model — pick Four-legged first for an animal. Your last choice is remembered.
- If the body type doesn't match the model (e.g. Four-legged on a human), rigging and motions come out wrong, and the credits are still used.
- Four-legged and Other are rig-only for now: there are no ready-made motions for them yet, and the rig is ready to animate in Blender, Unity or Unreal. Other is for bodies that fit neither a humanoid nor a four-legged skeleton (the walkthrough rigs an eight-legged spider); it has no joint marking, tail, chibi option, base pose or motion adjustments.
Two checkboxes appear for PB Animation. They aren't saved, so they go back to their defaults when you reopen the panel.
- Tail — for a character with a tail. Off by default for Humanoid, on for Four-legged.
- Chibi body: no elbow · knee bends — Humanoid only. Turn it on for a chibi character with short limbs; motions still play as usual.
Marking joints yourself
Besides Rig, PB Animation has Rig (mark joints) for Humanoid and Four-legged bodies. It opens Mark joints (2D anchors):
- Turn the model until its front faces the screen (its side, for a four-legged animal).
- Suggested joints are already placed. Drag any that are off. Joints it couldn't find are listed with the reason — for example, the feet touch, so the legs couldn't be told apart — and start dashed where a human body usually has them.
- For a humanoid, Mirror (on by default) fills in the other side from the one you mark, and Depth moves a joint front to back, seen from the side. With Tail on, mark the tail's base and tip in the Side (tail) view.
- Press Rig with N anchors, or Rig without anchors to let the rig find the joints on its own.
There's no zoom; a 3× loupe appears while you place or drag a point. Marking joints isn't charged separately — you pay only for the rig.
Applying motions
Humanoid rigs can use more than 900 motions, sorted into tabs — All, Chibi, Movement, Knight, Mage, Archer, Fighter, Walk, Run, Idle, Action, Monster, Sports, Daily, Gesture, Dance and Animal — and searchable by English or Korean name in Search animations....
- Tick the motions you want and press Apply N motions. They're sent one at a time (Sending 2/3), each taking about 10 seconds to a minute, and land on the rigged card under Applied motions.
- Applying PB Animation motions costs no credits; only rigging does.
Adjust base pose
Select the Rest pose chip on a rigged card and Adjust base pose opens at the lower left of the 3D viewer. For a humanoid you can raise or swing in the arms, turn or bend the waist, turn or nod the head, and spread or turn out the legs; for a four-legged animal, the neck, front legs, hind legs and tail.
Press Save base pose. It applies to every motion of this character — motions you already applied change when you apply them again.
Adjust motion
While a PB Animation clip plays, Adjust motion appears over the viewer:
- Speed (×0.25 to ×4) and Range (where the clip starts and ends)
- Mirror (humanoid)
- Arms, waist, head and legs, and Hand shape
Changes show on the playing motion right away. Apply makes a new clip on the same card with these values — that's the clip you download — and the original clip stays. Depending on the rig, some changes only show in the applied clip. Adjust motion isn't available for Other rigs.
Meshy Ani and Tripo Ani motions
On a Meshy Ani or Tripo Ani rig, find motions with the category chips and the Search animations... box (English or Korean names), pick one and press Apply motion. Each tile loops a sample of the motion; you'll see it on your own character in the 3D viewer once it's applied. Applying a Meshy Ani or Tripo Ani motion uses credits. Motions marked Soon can't be picked yet.
Rig checks and failures
- When you rig a model made with Tripo P1, Tripo 3.1, Tripo 3.1 Ultra, or Tripo 3.0 as-is with Tripo Ani, PicoBerry first checks for free whether it can be rigged, before spending any credits. If it looks unlikely, you'll get a notice and no credits are used.
- If rigging fails after it starts, the credits are refunded automatically. Retry it, or select the original model and rig it again — a model that faces forward with clearly separated limbs (in a T- or A-pose) rigs best.
Removing a motion
Remove motion takes a motion off the card. The rigged model and its other motions stay.
Animations made before rigs were kept on the card can't swap their motion — rig the model again to do that.
Rigging a model you uploaded
On paid plans you can also use a 3D model you uploaded as the source. Any skeleton the model already had is replaced with the new one.
Playback and preview
- Desktop — use Play / Pause in the bar under the 3D viewer, and drag the timeline to stop on any frame and inspect the pose (dragging pauses playback; press Play to resume).
- The Rest pose has no motion to play, so the model stands in its rest pose without a timeline.
- Motions that travel, like walks and runs, play in place in the viewer.
- Toggle the bones with the Skeleton button at the top right of the viewer, and change the Bones and Joints colors from its settings. See The 3D Viewer & Asset Info.
- On mobile, animations simply loop — there's no playback bar or timeline.
Export
Download a rigged model as GLB or FBX (on desktop). Once the rig has at least one motion, Contents lets you choose Rigged model only, Rig + animation (default — includes all motions retargeted to this model) or Animation only. OBJ and STL don't carry animation.
Sending to an engine or DCC works differently per tool: Unity receives the whole card, while Blender, Unreal and Godot receive the one clip you have selected. See Export & Unity for details.