Ship Your Game
With Real
Animations.
AI-powered motion capture, character pre-visualization, and animation from any video. Extract game-ready skeletal data, or see your character concepts in motion — no mocap studio, no manual cleanup.
See Your Characters Move Before You Build
Generate character concepts from a prompt. Drop them into a motion reference. Animate a still image with any video. Viggle handles the entire pre-production pipeline — from idea to moving character.
Image & Video: Create From Scratch
Generate characters, environments, or reference footage from a text prompt. No assets needed to start.
Mix: Character Into Motion
Drop your character into any motion video. See how they look in combat, idle, or cutscene — before you build.
Move: Animate Any Still Image
Upload concept art, add a motion reference. Your character animates to match — instantly.
Pre-viz outputs are video. Need skeletal animation data? Use the Sandbox below to extract game-ready GLB files.
Try It Right Now
Pick a motion preset or upload your own footage. See the skeletal animation in real time — no account needed.
Want to see this tech in a full game? Try Fight Anyone →
We Shipped a Game With It
Fight Anyone is a fighting game we built using Viggle's animation pipeline — the same one available to you. Every character animation is AI-generated from video. No mocap studio. No manual cleanup.

Any Image. Any Fighter.
Fight Anyone lets players upload any photo and turn it into a playable fighting game character — instantly. The avatar system is powered by the same Viggle motion pipeline you can use in your own game.
- Dynamic avatar system — any image becomes an animated character
- Same AI motion pipeline you can integrate via API
- Proof it works in production — shipped and live
- Ship character animations faster — with or without an animation team
Built for Game Developers
Whether you're a solo dev, a small studio, or an AAA team prototyping — get studio-quality animations at a fraction of the cost
Prototyping
- Block out combat, traversal, and idle animations in hours
- Test game feel before committing to expensive mocap
- Iterate on movement mechanics without waiting on artists
- Preview character designs in motion with Mix before modeling
- Animate concept art for pitch decks and internal reviews
Your Budget, Reimagined
- ✕$500–$1,500 per animation clip
- ✕$5,000–$15,000 per mocap session
- ✕2–3 weeks before you get files
- ✕Need to book a studio in advance
- ✕Requires a professional actor
- ✓~$0.03 per custom animation
- ✓Plans from $9.99/mo — less than one asset pack
- ✓Results in seconds, not weeks
- ✓Works from your laptop, anywhere
- ✓Film a reference video yourself — that's all you need
Drops Right Into Your Pipeline
GLB output that works with Unity, Unreal, Godot, Blender — FBX export coming soon
Engine Compatibility
- Unity: Auto-detected Humanoid, Mecanim ready
- Unreal: Retarget to any UE5 skeleton
- Godot: Native GLB import, or via Blender
- Blender & Maya: Direct GLB/glTF import
- Mixamo-compatible bone naming
- Tested: Unity 2022–2024, UE 5.x
Animation Output
- 60+ bone standard human skeleton
- Motion-only GLB — retarget to any rig
- 30 fps standard output
- Root motion included and configurable
- Loop-optimized for idle, walk, run cycles
- File size: 5–15 MB typical
Streamlined Workflow
- Batch process animations via API
- Speed up or slow down any motion (API)
- Foot contact correction for ground alignment
- Extract up to 5 characters from one video (API)
- No rigging or cleanup required
- Drag into your engine and play
Frequently Asked Questions
Common questions from game developers
Yes. All animations you generate with Viggle are yours to use in commercial projects — no royalties, no attribution required. Ship them in your Steam release, itch.io game, or console title.
Film a reference video of someone performing the motion you need — even smartphone footage works. Viggle's AI detects the human skeleton, tracks joint positions frame by frame, and exports a clean GLB animation file you can drag straight into your engine.
Yes. Viggle exports GLB with Mixamo-compatible bone naming. In Unity, it auto-detects as Humanoid and works with Mecanim out of the box. For Unreal, retarget to any UE5 skeleton. For Godot, import via Blender. Also works directly in Maya, Blender, and MotionBuilder.
Absolutely — that's who we built this for. No rigging, no cleanup, no animation knowledge required. Upload a video, download a GLB, drag it into your engine. The whole process takes about 20 seconds.
There's a free tier with 5 animations per day — enough to prototype. Most developers start on PRO at $9.99/month (or $7.99/month yearly), which gives you 80 credits. That's roughly 80 custom animations per month for less than the cost of one asset store pack.
Both. The quality is production-ready for most indie games. Many developers use Viggle animations as final assets — especially for action games, platformers, and RPGs where unique character motion matters. You can also use them as a starting point and polish in Blender if needed.
Yes. Viggle Mix lets you drop your character concept art into any motion reference video to see how it would look in action. Viggle Move animates a still image to match a motion reference. Both are great for pre-visualization before you commit to production animation.
Yes — we built Fight Anyone, a fighting game where players use any image as their fighter avatar. The entire avatar animation system is powered by the same Viggle pipeline available to you. No 3D modeling, no animators — just AI. Try it at viggle.ai/fight-anyone.
