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Update 10: Spiders and Snakes

4/4/2026 | Scott Petrovic

Spider and Snake rig

The spider comes with 9 animations including the basics like idle, walk, attack, and death. The snake comes with 7 animations with similar animations. Part of adding these was to expand the variety of rigs to see how well this tool can support different types of creatures.

Skeleton Editing Improvements

Easier to drag bone joints to the right position. The position will snap to the middle of the mesh. The other transform options also exist as a toggle if you want to still use that.

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Update 9: Import Custom Animations

3/4/2026 | Scott Petrovic

Import custom animations

Import custom animations

One issue that I had was tring to tell animators how to test their Blender animations in the Mesh2Motion app. There was no easy way without pulling down the source code and manually loading in their animation file. Now the workflow is much easier. Much faster and easier verification before they might submit their animations to be included.

This could also have a secondary benefit to allow people to make animation packs they could provide for free, or sell, or sites like gumroad. People could spend a bit of money and download a GLB file with animations. Those custom animations could then be imported into Mesh2Motion and used with the auto-rigging and default animations.

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Update 8: Kaiju & Import Rigged Meshes

1/22/2026 | Scott Petrovic

New Kaiju Rig

Kaiju Rig

I thought this would be fun to do. I have a deep love for kaiju movies and wanted to create a rig with this. Comes with 10 animations:

Upload Your Rigged Mesh (Experimental)

Upload Rigged Mesh

Upload an already rigged mesh to use the Mesh2Motion animations. This is a large feature that is still a work in progress. I have been working on it for the past two months. I want to push out the current state to see if people even use this before developing it more. There are two main use cases I could find for this:

  1. You have a custom model where the Mesh2Motion web rigger cannot handle well. You want the animations, but you are a 3d person that wants control over the weight painting in your 3d tool. For this, people can use the Blender rig linked and do all the custom weight painting.
  2. People have rigged meshes that use other bone structures or naming. This could be from other tools that do rig generation and have the vertices assigned to the bones already.

The second use case with alternate bone names is where the feature gets complex. There are two main areas to think about when working with alternative bone structures. There is bone mapping, and bone roll. Bone mapping can be done manually, by assigning one named bone to another. Common mappings can use a template to go from one bone format to another.

The "bone roll" correction is often needed in addition to the bone map process. Even if two bones look the same, one could be rotated differently along the axis that pierces through the ends. If this orientation is different, all the rotation data is going to be wrong. A new contributor (Sketchpunklabs) provided an algorithm/example to accomplish this. This was extremely helpful.

Other release notes

Update 7: Root Motion, Mirroring, New Animations

11/18/2025 | Scott Petrovic

There is a balancing act that happens every development cycle with doing code related features, fixes, and creating animations. While the Mesh2Motion platform still needs work with better rigging features, I understand that people also want more animations as well. As a one-person team, I have to prioritize the biggest pain points I hear about from social media without getting burnt out. This means releases will be small. This is still just a hobby project I work on in my free time.

I have been learning more about how to make animations using Blender with video tutorials. A nice feature I have been starting to use recently is the "motion paths" for an animation. This is shown in the skeleton tab in Blender's property area. It does a great job communicating two things: how smooth the animation paths are with showing the arcs, how evenly spaced keyframes are to have smooth animations. I would still not consider myself an animator, but am getting more comfortable with the workflow that Blender provides. If a professional animator comes by and wants to give me any pointers, I would welcome the advice.

Finally, if you want to see this project grow and give me more motivation, consider giving a small tip. With this project, or any open source project, you would be surprised the positive energy that is transferred to the person working on it. I just added Stripe integration recently with a number of options as well as a Venmo option for USA peeps.

❤️ Support the project

Root motion support

Root motion example

Root motion supported for animations. If an animation has a "RM" at the end, root position keyframes can be changed. Only one animation exists now in the app to start as a proof of concept. This will work for all skeleton types.

Mirror animations

On the animation listing step, there is an option to mirror the animations. All animations are affected for now so you cannot cherry pick which animations you want mirrored. Long term I want to give each animation more options to control this. The initial goal was to get the code logic needed to do the mirroring.

Mirror animation example

Head/body separation option

Chibi head example

When editing the skeleton, there is now an option to separate the head from the body for human skeletons. This is useful for chibi style characters where the head is much larger than normal. There are more situations this tool doesn't handle such as long hair behind the model's back. I might improve this feature in the future to be more flexible instead of a simple plane control.

New animations

I haven't been very explicit with how you can use all these animations. Everything art related (3d models, animations) are CC0. This means you can use it for anything personal or commercial. You can remix, modify, or improve any of the content I have. I updated the Github repository with a bit more information around this in the license area.

I am starting to spend more time making animations as well. As I get better at animations I will probably come back to some of these, but they seemed alright for now. These are the new animations added for this release:

Fox animations added:

  • Fall
  • Idle Alert
  • Jump
  • Bark

Human animations added:

  • Angry
  • Bow
  • Confused
  • Consume Power up
  • Crawl
  • Crawl RM (root motion)
  • Dance Body Roll
  • Dance Charleston
  • Dance Reach Hip
  • Defend
  • Head Nod
  • Idle Listening
  • Meditate
  • Power up
  • Reject
  • Run anime
  • Tired Hunched
  • Tired Kneeling
  • Throw Ball
  • Victory

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