Compatibility

What models work with PromptAnimate

PromptAnimate is format-agnostic at the bone level. If your model has an armature and skin weights, it will work — regardless of bone naming conventions.

Supported file formats

GLB (glTF Binary)SupportedPrimary format. Validated on upload. Max 200 MB.
GLTF (JSON + bin)PlannedPlanned. Will be converted to GLB on ingest.
FBXPlannedAdapter built, not yet activated. Converts via Blender on upload.
BVHNot supportedMotion capture data only — no mesh. Not planned.
OBJ / FBX (no rig)Not supportedStatic meshes without an armature are rejected at validation.

Rig types

Humanoid

Supported

Bipedal characters with spine, limbs, and head. Works with Mixamo, Rigify, and custom rigs. Bone names are not assumed — the AI reads your actual hierarchy.

Mixamo charactersRigify armaturesCustom bipedsStylised game characters

Quadruped

Supported

Four-legged animals and creatures. The AI detects limb pairs from the bone hierarchy and generates appropriate gait patterns.

Dogs, horses, catsFantasy creaturesStylised animals

Mechanical / Robotic

Supported

Non-organic rigs with rigid joint chains. Precise rotation and translation keyframes. Works well for robot arms, vehicles, and props.

Robot armsMechanical propsVehicle suspensions

Facial / Blend shapes

Partial

Facial bone rigs are supported. Morph target / blend shape animation is planned but not yet generated.

Jaw, eye, brow bonesBlend shapes: planned

Cloth / Hair simulation

Not supported

Physics-based cloth and hair simulation requires the Golden Phase kernel, which is not yet integrated.

Cloth sim: plannedHair dynamics: planned

Technical requirements

FormatGLB v2 (binary glTF)
Max file size200 MB
ArmatureAt least one armature with ≥ 2 bones required
Skin weightsAt least one skinned mesh required
Bone namesAny naming convention — no Mixamo or Rigify names assumed
TexturesEmbedded textures supported; external references ignored
Existing animationsPreserved in the .blend file; new animations added as NLA strips

Current limitations

No physics simulation

Cloth, hair, and rigid-body dynamics require the Golden Phase kernel, which is not yet integrated. Keyframe-driven approximations are used instead.

No blend shape generation

Morph target animation (facial expressions via shape keys) is planned but not yet generated. Facial bone rigs work.

Single armature per file

Files with multiple armatures are validated against the first armature found. Multi-armature support is planned.

FBX not yet active

The FBX-to-GLB adapter is built but not yet wired into the upload pipeline. Upload GLB files for now.

Max 200 MB file size

Files larger than 200 MB are rejected at upload. Reduce polygon count or remove embedded high-res textures.

Not sure if your model will work?

Upload it — the validator will tell you exactly what it found and why it was accepted or rejected.

Upload a model