SupaVoxel
Free 3D animation tool

Animate a 3D Model Online, Free

Drop a humanoid GLB or FBX that already has a skeleton, pick from 160 free CC0 animations, watch them play on your character, and download an animated GLB with one clip or a whole set. Retargeting runs in your browser, so the file never leaves your device.

  • 160 CC0 animations
  • Mixamo, Meshy, Unreal rigs
  • Animated GLB out
  • No sign-up, no upload

By ·Updated

01

How to animate a 3D model in 3 steps

  1. 01

    Drop a rigged character

    Drag a GLB, glTF, FBX or DAE file with a humanoid skeleton onto the tool above, up to 200 MB. The panel names the rig it found (for example Mixamo rig detected) and how many of the 22 humanoid bones it matched. No rigged file at hand? Try the sample character loads a CC0 mannequin from Mesh2Motion.
  2. 02

    Pick and preview animations

    Search the library or filter by Idle, Walk & run, Combat, Jump & move, Gestures, Everyday or Dance. Click a clip and it is retargeted onto your skeleton and plays on the stage. Pause, scrub the timeline, switch speed between 0.5× and 2×, and toggle Bones to see the skeleton move.
  3. 03

    Download the animated GLB

    Press Add to GLB on every clip you want, then Download GLB. One file carries all of them as named animations. Download this pose saves a still GLB frozen at the frame on screen instead.
02

What the animation retargeter does

Retargeting means taking motion recorded on one skeleton and replaying it on another whose bones have different names, lengths and rest pose. That is the whole job of this tool: use it to add animation to a 3D model that is already rigged.

Reads common rig names

Mixamo (with or without the mixamorig: prefix), Meshy, Mesh2Motion and the Unreal mannequin, SMPL-H, VRoid, Character Creator and Unity-style humanoid names are matched automatically.

T-pose or A-pose

Each bone's direction and roll are measured from your own rest pose, so a T-posed clip lands correctly on an A-posed character. Z-up and backwards-facing rigs are turned upright first.

Scaled to your character

Hip movement is scaled by the ratio of hip heights, so a jump or crouch fits a child-sized figure and a giant alike, in centimeters or meters.

Several clips per file

Add an idle, a walk and an attack, and the GLB holds three named animations that Blender, Unity, Godot and three.js list separately.

Your file stays intact

A GLB keeps its own meshes, materials and textures byte for byte; only the new animations are added. FBX and DAE files are written out as GLB.

Runs in a background worker

Clips download one at a time (about 20 KB each) and bake in a Web Worker, so the page keeps playing while a clip is prepared. Nothing is uploaded.
03

Supported rigs, formats and limits

Input files

What works
GLB, glTF (embedded), FBX, DAE
Notes
Up to 200 MB; the file must contain a skeleton

Rig conventions

What works
Mixamo, Meshy, Mesh2Motion / Unreal, SMPL-H, VRoid, Character Creator, Unity humanoid
Notes
Needs hips, both arms down to the hands and both legs down to the feet

Bones animated

What works
22: hips, 3 spine, neck, head, clavicles, arms, hands, legs, feet, toes
Notes
Fingers, face and extra bones keep their rest pose

Library

What works
160 Mesh2Motion clips, CC0
Notes
Idle 20, walk & run 29, combat 50, jump & move 24, gestures 15, everyday 18, dance 4

Output

What works
GLB with one or many animations, or a still posed GLB
Notes
Baked at 30 fps with linear keys
ItemWhat worksNotes
Input filesGLB, glTF (embedded), FBX, DAEUp to 200 MB; the file must contain a skeleton
Rig conventionsMixamo, Meshy, Mesh2Motion / Unreal, SMPL-H, VRoid, Character Creator, Unity humanoidNeeds hips, both arms down to the hands and both legs down to the feet
Bones animated22: hips, 3 spine, neck, head, clavicles, arms, hands, legs, feet, toesFingers, face and extra bones keep their rest pose
Library160 Mesh2Motion clips, CC0Idle 20, walk & run 29, combat 50, jump & move 24, gestures 15, everyday 18, dance 4
OutputGLB with one or many animations, or a still posed GLBBaked at 30 fps with linear keys

Not supported: four-legged creatures, characters without a skeleton, and root-motion clips (each clip plays in place).

04

Got a static model? Rig it first

You can only animate a 3D model here if it already has bones. A model fresh out of an AI generator, a sculpt or a scan is a single static mesh: drop it here and the panel says No skeleton in this file. SupaVoxel's image to 3D studio makes static models too; it does not rig or animate them.

The usual free route is Mixamo: upload the FBX or OBJ, place the markers on the wrists, elbows, knees and groin, and download the rigged character. Our Mixamo guide walks through it. Bring that rigged file back here to retarget the CC0 library onto it and export GLB without converting from FBX first; or open any file in the 3D model viewer to check whether it has a skeleton.

05

A Mixamo alternative for adding animation to a 3D model

Mixamo is the better choice when you need auto-rigging or its much larger motion library, and it only asks for an Adobe ID. This tool is the lighter way to get 3D animation online when the character is already rigged: no account, no upload, nothing to install, and the result is a GLB rather than an FBX per clip. It also accepts rigs Mixamo never made, such as Meshy, VRoid or Unreal-style skeletons.

For a still pose, play a clip, pause on the frame you want and press Download this pose; it pairs well with the AI pose changer. An FBX character can go straight in, and FBX to GLB covers files with no rig at all. For the web, shrink the animated result with the GLB compressor.

06

Tips to animate a 3D model cleanly

Do
  • Use a character standing in a T-pose or A-pose, facing forward, in its rest pose
  • Turn on Bones to check that the skeleton moves with the mesh
  • Pick looping clips (idles, walks, dances) for game characters, one-shots for cutscenes
  • Re-check hands and props: fingers are not animated, so fists stay open
Avoid
  • Expect a static mesh to move; it needs bones and skin weights first
  • Use it for quadrupeds, wings or tails; the library is human only
  • Expect feet to lock perfectly on characters with very short or long legs
  • Ship a file without testing it in your engine's importer
FAQ

Frequently asked questions

Is this 3D animation tool free?

Yes. There is no account, watermark or export limit. The 160 animations are Mesh2Motion's CC0 clips, which you can use in commercial games and videos without credit, and the retargeting runs on your own computer, so there is no server cost to pass on. You can export as many animated GLB files as you like.

How do I animate a 3D model that has no skeleton?

Rig it first. A skeleton (bones plus skin weights) is what any animation moves, and this tool doesn't create one. Mixamo's free auto-rigger does it in a few minutes: upload the model, place markers on the wrists, elbows, knees and groin, and download the rigged FBX. Then drop that file here and pick animations.

Which rigs can I add animation to?

Humanoid skeletons whose bone names follow Mixamo, Meshy, Mesh2Motion or the Unreal mannequin, SMPL-H, VRoid, Character Creator or Unity humanoid conventions. The panel shows which one it detected and how many of 22 bones matched. If hips, an arm or a leg is missing, it lists the missing bones instead.

Does it work with Mixamo characters?

Yes. Mixamo FBX downloads, and GLBs converted from them, are detected with or without the mixamorig prefix (numbered ones like mixamorig1 too). The animations come from the CC0 library rather than Mixamo's, and you can keep the Mixamo clips the file already has by turning on Keep the file's own animations before you export.

What does retarget animation mean?

Retargeting replays motion made for one skeleton on another. Bones are matched by role (left forearm to left forearm), then each target bone is rotated so it points and rolls the way the source bone does, starting from its own rest pose. Hip movement is scaled to the new character's leg length.

Can I export FBX instead of GLB?

Not from this tool; the output is always GLB, which Blender, Unity (with glTFast), Unreal, Godot, three.js and Babylon.js import with animations. If your pipeline needs FBX, import the GLB into Blender and export FBX from there.

Why do the fingers not move?

The retargeter drives 22 body bones: hips, spine, neck, head, clavicles, arms, hands, legs, feet and toes. Finger and face bones differ too much between rigs to map reliably, so they keep the pose they have in your file. Characters modeled with relaxed hands look most natural.

Is my model uploaded anywhere?

No. The model is read, retargeted and written by JavaScript in your browser tab. The only downloads are the library clips themselves, about 20 KB each, fetched when you pick one. Closing the tab removes everything.

Sources

  1. 1.
    Mesh2Motion README — Mesh2Motion (GitHub)
    “The code and platform are all licensed under the very permissive MIT license. The art assets (3d models, rigs, animations) are all licensed under CC0. I tried making everything as open as possible to remix, change, and build upon for the future.”
  2. 2.
    AnimationMixer source (r182) — three.js
    “AnimationMixer is a player for animations on a particular object in the scene. When multiple objects in the scene are animated independently, one AnimationMixer may be used for each object.”
  3. 3.
    SkeletonUtils source (r182) — three.js
    “Clones the given 3D object and its descendants, ensuring that any `SkinnedMesh` instances are correctly associated with their bones. Bones are also cloned, and must be descendants of the object passed to this method. Other data, like geometries and materials, are reused by reference.”
  4. 4.
    glTF 2.0 Specification, Animations — Khronos Group
    “glTF supports articulated and skinned animation via key frame animations of nodes' transforms. Key frame data is stored in buffers and referenced in animations using accessors.”
  5. 5.
    Mixamo rigging and animation FAQ — Adobe
    “Rigged characters will have their skeleton automatically mapped to the Mixamo system, allowing animations to be applied to your custom skeleton.”
  6. 6.
    Mixamo rigging and animation FAQ — Adobe
    “Place the markers on key points (wrists, elbows, knees, and groin) by following the onscreen instructions.”
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Animate your character now

Drop a rigged GLB or FBX and download it moving, free and in your browser.

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