What is PB Animation?
PB Animation is PicoBerry's own rigging and motion engine. It sits in the Animation tool next to Meshy Ani and Tripo Ani, rigs a 3D model on its original mesh, applies motions from a library of more than 900 humanoid motions, and rigs four-legged and other bodies in beta.
Does PB Animation change my model's mesh, UVs or textures?
No. PB Animation keeps your mesh as it is — the rig is fitted onto the original geometry, UVs and textures. Meshy Ani and Tripo Ani remesh while rigging, so their results come back triangulated even from a quad source. Rigging with PB Animation creates a new card named “… (Rigged)” and leaves the original model in your library.
Which body types can PB Animation rig?
Humanoid characters, plus four-legged animals (quadrupeds) and Other bodies, both in beta. Other is for bodies that fit neither a humanoid nor a four-legged skeleton; the video rigs an eight-legged spider. The body type is never guessed from the model, so choose it before you rig — a mismatch gives wrong rigging and motions, and the credits are still used.
Are PB Animation's motions free, and how many are there?
PB Animation gives humanoid rigs more than 900 ready-made motions — free animations sorted into tabs such as Movement, Knight, Mage, Archer, Fighter, Walk, Run, Idle, Monster, Dance and Chibi, and searchable by name. Applying a motion costs no credits; rigging is the step that uses them. Four-legged and Other rigs have no ready-made motions yet.
Do I need to credit PB Animation's motions when I publish a game?
For some of them, yes. The Animation tool lists two sources:
Most walks, runs and idles are adapted from 100STYLE by Ian Mason, Sebastian Starke and Taku Komura, licensed under CC BY 4.0. If you publish them in a game, video or other work, credit 100STYLE there too.
The martial arts moves and many movement transitions (starts, stops, turns) are adapted from the Open Motion Project by ACCAD, The Ohio State University, licensed under CC BY 3.0. Credit ACCAD there too when you publish them.
Can I place the joints myself in PB Animation?
Yes, for Humanoid and Four-legged rigs. In PB Animation, Rig (mark joints) opens Mark joints (2D anchors) with suggested joints already in place; joints it couldn't find are flagged with the reason. Humanoids have Mirror (on by default) and Depth for moving a joint forward or back, and with Tail on you mark the tail's base and tip in the Side (tail) view. Then press Rig with N anchors. The joints themselves aren't charged — you pay only for the rig.
Can I change a PB Animation motion after applying it?
Yes. In PB Animation, play the clip and open Adjust motion to change its speed (×0.25 to ×4), trim its range, mirror it on a humanoid, adjust the arms, waist, head and legs, or change the hand shape. Apply adds the result to the rigged card as a new clip and keeps the original. Adjust motion isn't available for Other rigs.
How do I export a PB Animation character with all of its motions?
In PicoBerry, download on desktop, choose GLB or FBX, and keep Contents on Rig + animation — the file then includes every motion retargeted to that model. Rigged model only and Animation only are the other two choices. If you send the card instead, Unity receives all of it, while Blender, Unreal and Godot receive the single clip you pick.
Can I remesh, unwrap UVs or segment a model after rigging it in PicoBerry?
No. In PicoBerry, Remesh, UV unwrapping and Segmentation aren't available on a rigged model, so run them first and rig last. For characters with lots of accessories — armour, a skirt, a cape — the Animation tool suggests fixing them in
Segmentation before you rig with PB Animation.
Can I rig a character I made in another program with PB Animation?
Yes. On a paid plan, upload the model to PicoBerry and rig it with PB Animation like a generated one — its mesh, UVs and textures stay as they are, and any skeleton it already had is replaced with the new one. On the Free plan, PB Animation rigs the models you make in PicoBerry. Plans are compared on the
Pricing page.