发布你的游戏
结合真实
动画。

基于 AI 的动作捕捉、角色预可视化及 任意视频动画生成。提取游戏可用的骨骼数据,或预览 角色概念动态效果——无需动捕工作室,无需手动清理。

查看技术文档
几秒内将视频转化为游戏就绪资产
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支持 Unity & Unreal
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驱动 Fight Anyone
前期可视化

在正式制作前预览角色动态

通过提示词生成角色概念,导入动作参考,为静态图片添加动画。Viggle 覆盖从创意到动态角色的完整前期制作流程。

图像 & 视频:从零创作

通过文字提示生成角色、场景或参考素材,无需任何初始资产。

Concept art generationReference footageMarketing assets
试用图像 & 视频

Mix:角色融合动作

将角色放入任意动作视频,在正式制作前预览战斗、待机或过场动画效果。

Combat previewsCutscene blockingCharacter auditions
试用 Mix

Move:静态图片动起来

上传概念图并添加动作参考,角色将即时匹配动画效果。

Pitch deck animationsDevlog contentInternal reviews
试用 Move

预可视化输出为视频格式,需要骨骼动画数据? 使用下方沙盒 以提取游戏就绪的 GLB 文件。

交互沙盒

立即体验

选择动作预设或上传自己的视频,实时查看骨骼动画效果——无需注册。

动作
拖动旋转 · 滚轮缩放

想在完整游戏中体验这项技术? 试试 Fight Anyone →

基于 Viggle 构建

我们用它做出了游戏

Fight Anyone 是我们使用 Viggle's 动画流水线构建的格斗游戏——与您可用的完全相同。每个角色 动画均由视频 AI 生成,无需动捕工作室,无需手动清理。

Fight Anyone 预告片

任意图片。 任意角色。

Fight Anyone 让玩家上传任意照片,即刻将其转化为 可操控的格斗游戏角色。角色系统由您可用于自己游戏的 Viggle 动作流水线驱动。

  • 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

专为游戏开发者打造

无论你是独立开发者、小型工作室,还是 AAA 团队在做原型——以极低成本获得工作室级动画

AAAAA
Cheaper Than Traditional Mocap
AAA AAA
From Video to Game-Ready GLB
AAAAA
Per Animation — Not Per Session

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

重新定义你的预算

传统动捕
  • $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
Viggle超高性价比
  • ~$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
技术详情

无缝接入您的工作流

GLB 输出,兼容 Unity、Unreal、Godot、Blender —— FBX 导出即将推出

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

常见问题

游戏开发者常见问题

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.