Create game-ready animations with AI.
Type the movement. Watch it land on the rig. Export it into your game, FiveM today and more engines soon. Every generation previews for free before you pick a plan.
Character opens a heavy door with both hands
From a sentence to a usable animation
The core of Animake. Anyone can generate and preview, an account and a plan are only needed to download.
What should the character do?
One sentence is enough. Steps like 2s | turn around become timed segments.
Character opens a heavy door with both hands
Fix it in the browser, not in Blender
Trim, retime, hold a pose, drag a hand. The editor works on the clip you just generated or on any clip you drop in.
Editor
Trim and retime
Set the in and out frames, change the speed, blend the loop. The timeline updates under the take and nothing bakes until you export.
Editor
Pose handles
Scrub to a frame, drag a joint, release. The correction eases in and out over the frames you choose.
240
Frames
Editor
Holds and loops
Freeze a pose for as many frames as you need, or blend the end into the start for a clean loop.
On the rig · 120 frames · 3.97s
Editor
Ask the model
Add a step or rewrite the clip with parts pinned. The frames you keep stay exactly as they were.
Editor
Export
Pick the target and format, name the clip, download. Or publish it straight to the library. FiveM formats today, more engines soon.
Every clip name, one search away
24 clips, from base-game dictionaries to Animake originals, with copy-ready names, 3D previews and script snippets.
Bring Mixamo moves onto your game's rig
Thousands of ready clips, one upload away from your game. Available on the Pro plan.
- 1 / 3
Upload the FBX
Any Mixamo download works, with or without skin. GLB and BVH are accepted too.
- 2 / 3
Retarget to the character rig
Bones are mapped onto your platform's character rig, feet are kept on the ground and the root motion is preserved.
- 3 / 3
Export and play
Name the clip, download and drop it into your project. Loops stay loops. FiveM today, more engines soon.
One motion, exported for your engine
The hard part is the motion itself, and that isn't tied to any one engine. FiveM export is live today. The other targets are being built.
FiveM is where Animake started, so the export is shaped around it. What you download is a clip dictionary you can stream immediately, with the names already set to whatever you typed.
client.lua
local ped = PlayerPedId()
RequestAnimDict('animake@door_heavy')
while not HasAnimDictLoaded('animake@door_heavy') do
Wait(0)
end
TaskPlayAnim(ped, 'animake@door_heavy', 'open_both_hands',
8.0, -8.0, -1, 1, 0, false, false, false)
Names you set, not names you discover
You pick the dictionary and clip name before export, so the call in your script is written before the file lands.
Streams as it is
Drop the .ycd into a stream folder and restart the resource. No OpenIV, no RPF repacking.
Loops flagged at the source
Ask for a loop and the clip is built as one, so it doesn't stutter on the seam at runtime.
Built on the native ped skeleton
Output targets the same bone hierarchy the platform ships with, so it plays on any ped model.
Flexible plan for everyone
Choose a plan that fits your goals and scale as you grow
