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.
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.
Generate characters, environments, or reference footage from a text prompt. No assets needed to start.
Drop your character into any motion video. See how they look in combat, idle, or cutscene — before you build.
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.
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 →
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.

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.
Whether you're a solo dev, a small studio, or an AAA team prototyping — get studio-quality animations at a fraction of the cost
GLB output that works with Unity, Unreal, Godot, Blender — FBX export coming soon
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.