The Animation tool automatically puts a skeleton into a character model and applies a motion you pick from a ready-made library. No manual rigging needed.
Rig a character
- Choose Animation in the left tool bar. On mobile, long-press a library thumbnail and choose Animation.
- Use the Source Model card to pick the humanoid character to rig. Characters made with the T-Pose chip in Text to Image or Text to 3D work especially well.
- Pick an engine (see below).
- Pick a motion. Selecting a motion means rig + animate; selecting none means rig only. Click a selected motion again to deselect it.
- Press the button. Its label follows what you chose — Auto Rig (rig only) or Auto Rig + Animate (rig + motion) — and the credit cost and estimated time (1–11 min) appear above it.
The result arrives in your library as a new model, leaving the source untouched. Rig-only results get (Rigged) in their name, and animated ones get (Animated: motion name). While a job runs, its card shows Rigging or Retargeting.
Choosing an animation engine
PicoBerry offers two animation engines, each with its own motion library.
- Meshy Ani (selected by default) — 600+ presets, suited to realistic human proportions. Paid plans only. Categories: WalkAndRun, Fighting, DailyActions, BodyMovements, Dancing.
- Tripo Ani (available on Free) — 80+ presets, and it also handles stylized characters and SD (chibi) proportions. Categories: Movement, Combat, Emotion, Dance, Sports, Daily, Gesture.
- On the Free plan you're switched to Tripo Ani automatically; Meshy Ani carries a crown, and clicking it opens a Premium model — Meshy Ani notice.
- Switching engines resets your chosen motion and category, because the two libraries are different.
Picking a motion
Once the engine is set, find motions with the category chips and the Search animations... box — search works with both English and Korean names. Each tile loops a sample of that motion; you'll see it on your own character in the 3D viewer once the job finishes. 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. Trying Retry on the same model asks "Retry rigging the same model?" — the same model usually fails the same way, so you're better off picking another model that faces forward with clearly separated limbs (in a T- or A-pose).
Swapping the motion (retarget)
Pick an already-animated result as the source and choose a different motion, and the button changes to Retarget. If the result was made with the same engine, PicoBerry skips re-rigging and only swaps the motion, which costs far fewer credits (choosing the other engine rigs from scratch). With no motion selected, the button locks as Pick a preset.
Each swap creates a new model holding that motion. The exact cost is shown above the button.
Rigging a model you uploaded
On paid plans you can also use a 3D model you uploaded as the source. The direction it faces is detected automatically, and 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).
- Rig-only results have no motion to play, so they stand in their 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
A rigged or animated model carries its skeleton and animation clip with it. Download it as GLB or FBX and the character arrives in Unity, Blender, and other tools fully animated; sending it with the Blender Bridge keeps the animation too. OBJ and STL don't carry animation. See Export & Unity for details.