AI Game-Ready People and Animations Rigged FBX characters, free

Describe a character for your game: who they are, their height, build and outfit. The AI builds a textured person at real height, and you download a rigged .fbx made for Unity, Unreal Engine, Blender, Maya, 3ds Max or Cinema 4D, with an Idle, Walk or Wave clip baked onto the skeleton.

Free. Use your own Anthropic or OpenAI key.

Also from Innerscene: Circadian Lab, a free lighting calculator for room illuminance, melanopic EML, and glare.

Watch how it works

How it works

  1. 1. Describe it or add a photoType what you want in plain words, with sizes if you know them, or add a photo as a reference. Describe an object or a person.
  2. 2. The AI builds and checks itThe AI writes an OpenSCAD program for an object, or sets up the character generator for a person. It looks at six rendered views of the result and fixes what is wrong, up to five builds per message.
  3. 3. Refine and exportThe model opens in the viewer at real size. Ask for changes in the chat, move the sliders, then download it or pick a format from the Export menu.

Why make it with AI here

  • Non-player characters for prototypes and crowds take a sentence each: a ranger, a guard, a shopkeeper, a runner.
  • The skeleton uses standard humanoid bone names, so Unity Humanoid, the Unreal IK Retargeter and Mixamo-style tools map it with little setup.
  • Each file is written for its engine: metres and Humanoid-ready for Unity, centimetres and mannequin names for Unreal.

Prompts to try

Click one to open it in the AI panel, then change the sizes to suit.

Getting a character into your game

  1. Pick For Unity, For Unreal Engine or your app in the AI panel's Made for menu.
  2. Describe the character, then ask for changes in plain words until it looks right.
  3. Choose Idle, Walk or Wave next to the download and click Download .fbx.
  4. Import the .fbx: in Unity set the rig to Humanoid; in Unreal it imports as a skeletal mesh with its animation.

Body, clothes, hair, eyes and brows are separate skinned meshes on one skeleton, with textures embedded. Unity files keep four bone influences per vertex, Unity's default, and the others up to eight.

Best export formats: FBX, GLB

Good to know

The three clips are short loops for prototyping; combat moves, runs and jumps come from your own animation library through retargeting. There is no facial rig, faces are generic, and outfits come from the built-in clothing library.

Cost and privacy

You use your own Anthropic or OpenAI API key. It is stored only in your browser and sent only to that provider, which bills you directly: a model typically costs $0.05 to $0.30 at Standard quality and up to about $1 at Detailed, and Innerscene charges nothing. Your key and prompts are not sent to Innerscene; we record anonymous usage statistics such as the steps used, the model chosen, token counts, a cost estimate and whether a model was made.

How to get an Anthropic or OpenAI API key

Read the full guide: API keys, refining and exporting

Questions

▶Can AI make a rigged game character?
Yes. Describe the character, pick your engine in the Made for menu and click Download .fbx. The file has a skeleton, skin weights and a bind pose.
▶Which animations are included?
You choose one per download: Idle, Walk or Wave, or none. Any humanoid animation can be retargeted onto the skeleton as well.
▶Does it work with Mixamo animations?
The skeleton is a standard humanoid, so Unity Humanoid and the Unreal IK Retargeter map Mixamo clips onto it. Mixamo's own site can also rig the GLB if you prefer its skeleton.
▶How heavy are the characters?
A typical character is a few tens of thousands of triangles across body, clothes and hair, light enough for real-time use in Unity or Unreal.

What it can make

Floor plans and layouts

Molecules, proteins and crystals

Make a model for any format

Make a model for your app

More ways to use it

AI Generator