Powered by Blender + Grok AI

Describe it. Watch it move.

Upload your rigged model, type what you want, and see it animate — no keyframing required. Refine through conversation. Download your .blend and .glb.

Requires an already-rigged .glb model · Credits never expire

3D Viewport — character_rig.glb
XYZ
Front
0:02 / 0:03

How it works

Three steps to animation

01

Upload your rigged .glb

Drop in your rigged model. VibeMotion validates the skeleton, skin bindings, and weights — and tells you exactly what it found.

02

Describe the animation

Type what you want in plain language. "Make it walk," "jump and land," "turn its head slowly left." No timeline, no keyframes.

03

Preview, refine, download

See the result instantly in your browser. Refine through conversation. Download the .blend and .glb when you're happy.

Example workflow

Animate through conversation

Example workflow — not a live demo

character_rig.glb

Humanoid · 52 bones · Skinned

Version 2 active
Animation conversation
Make it walk

Generated a walk cycle — 24 frames at 24fps. The character steps forward with natural hip sway and arm swing.

Version 1 ready · 10 credits used
Slower, with the head looking left

Slowed the cycle to 0.6× speed and rotated the head bone 35° on the Y axis. Smooth transition maintained.

Version 2 ready · 10 credits used
Describe your next refinement…

Features

Everything you need

Conversational Refinement

Iterate on your animation through natural language. Each message creates a new immutable version — compare, download, or keep refining. No timeline scrubbing, no graph editor.

Any Rig Type

Humanoids, quadrupeds, creatures, mechanical assemblies. No assumption of standard bone names.

Blender-Powered

Every animation is authored in Blender via bpy scripts. Download the actual .blend file for further editing.

Credit-Based

Pay only for what you generate. 10 credits per animation. Credits never expire.

GLB Preview

Instant in-browser 3D preview of every animation version. Orbit, zoom, and scrub the timeline.

Download Both Formats

Every successful animation version produces a .blend file for Blender editing and a .glb for game engines, web viewers, and production pipelines. Both are yours to keep.

.blend
.glb

Model requirements

Works with already-rigged models.

VibeMotion requires an uploaded model with a complete skeleton, skin bindings, and vertex weights. It does not auto-rig meshes. Tested rig types: humanoids, quadrupeds, creatures, mechanical assemblies.

Humanoids
Quadrupeds
Creatures
Mechanical assemblies

A usable rig has three components:

  • Skeleton — one or more armatures with a defined bone hierarchy
  • Skin bindings — mesh vertices assigned to the armature via a skin modifier or equivalent
  • Vertex weights — each vertex has non-zero weights summing to 1.0 across its bone influences

An armature alone (no skin bindings) is insufficient. VibeMotion will validate your upload and explain any issues before using credits.

Pricing

Prepaid credits, no subscriptions

1 animation generation = 10 credits · Credits never expire

Starter

Perfect for trying out PromptAnimate on your first project.

$9

100 credits

= 10 animations

Get 100 Credits
Most popular

Creator

For animators working across multiple characters and projects.

$39

500 credits

= 50 animations

Get 500 Credits

Studio

High-volume generation for studios and production pipelines.

$129

2000 credits

= 200 animations

Get 2000 Credits

FAQ

Common questions

PromptAnimate currently accepts .glb files. The model must include a complete skeleton, skin bindings, and vertex weights. Support for rigged .fbx files is planned as a future import adapter.

No. PromptAnimate requires an already-rigged model with a usable skeleton, skin bindings, and vertex weights. It does not auto-rig meshes. If your model lacks these, you'll need to rig it in Blender or another DCC tool first.

Credits are prepaid units used for animation generation. Each animation version costs 10 credits. Credits never expire, so you can use them at your own pace.

Yes. Every successful animation generates both a .blend file (for further editing in Blender) and a .glb file (for use in engines, viewers, and web projects).

Tested rig types include humanoids, quadrupeds, creatures, and mechanical assemblies. PromptAnimate does not assume standard bone names — it works with the actual rig structure of your model.

After previewing a generated animation, simply type your refinement in the chat — "slower," "head looking left," "more exaggerated." Each message creates a new immutable animation version you can compare and download.

Ready to bring your model to life?

Upload your rigged model and describe your first animation in seconds.