Whether you’re a solo dev or curious creator, bringing a character to life is now easier than ever. This post walks you through how to:
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Generate a custom 3D model using Meshy.ai
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Auto-rig and animate it using Mixamo
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Import it into Unreal Engine 5
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Control animations using a State Machine Blueprint
Let’s dive into the step-by-step creation process.
1. ✨ Generate Your Character in Meshy.ai
Step-by-Step:
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Go to Meshy.ai
You’ll land in a clean interface asking for a prompt. -
Enter a prompt
Example: -
Generate
Hit generate and wait ~30 seconds. Meshy will produce a full-color, textured 3D model. -
Preview & Export
Use the orbit tool to view your character. When happy, download as OBJ or FBX.
Tip: Use a clean silhouette and bright contrasts in your prompt to help the AI understand clothing layers and gear.
2. 🦴 Rig the Character in Mixamo
You’ve got a static 3D model — now let’s give it a skeleton and animation.
Step-by-Step:
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Upload Your Model
Drag and drop the.fbx
or.obj
into Mixamo. -
Mark Limbs
You’ll see a humanoid overlay asking you to drop markers:-
Chin
-
Wrists
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Elbows
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Knees
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Groin
-
-
Wait for Auto-Rig
Mixamo will process the mesh and apply a standard skeleton rig. -
Add Animations
Browse animation presets. Choose “Idle”, “Walking”, “Running”, etc. -
Download
Choose FBX for Unity/Unreal format, check “With Skin”, and hit download.
Visual: You’ll see your character walking in place in the Mixamo viewer. This is the rig and animation combo you’re exporting.
3. đź› Import into Unreal Engine 5
Step-by-Step:
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Launch Unreal Engine 5
Open your project or create a new one using the Third Person or Blank Template. -
Import FBX
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Go to the Content Browser
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Right-click > Import
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Select your downloaded FBX
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Import Settings
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Check
Skeletal Mesh
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Check
Import Animations
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Leave Skeleton field empty unless reusing another rig
-
-
Organize
UE5 will create:-
Your skeletal mesh (e.g.,
CyberWarrior_SkelMesh
) -
One or more animation sequences
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An imported skeleton asset
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Visual: You’ll now see your character mesh in the viewer — with a bone hierarchy and pose baked in.
4. ⚙️ Create the Animation Blueprint with State Machine
Now we’ll drive animation based on movement using Blueprints.
Step-by-Step:
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Create Animation Blueprint
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Right-click in Content Browser → Animation → Animation Blueprint
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Select your imported Skeleton
-
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Open the Blueprint
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Go to the
AnimGraph
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Drag out a State Machine node → Double click to enter it
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Inside the State Machine:
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Create two states:
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Idle
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Walking
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Drag in animation assets into each state
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Idle → drop your Mixamo idle animation
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Walking → drop your walking animation
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-
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Set Transitions:
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Create transition lines between Idle ↔ Walking
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Click on each transition arrow and set rules like:
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Add Speed Variable
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In the Event Graph, use:
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Visual: When previewing the character in the animation BP, dragging the speed slider will trigger your character to walk or return to idle.
5. 🕹 Link to Your Character Controller
Step-by-Step:
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Open Your Character Blueprint (e.g.,
BP_ThirdPersonCharacter
) -
In the Mesh Component, set the Animation Blueprint to your custom AnimBP
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Ensure your character movement input is driving velocity (already set in most templates)
Now when you play the game, your character will:
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Stand idle
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Begin walking when the player moves
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Automatically switch states thanks to the State Machine
âś… Summary
You’ve just built a full workflow:
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3D model creation via Meshy
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Auto-rigged and animated via Mixamo
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Imported and wired up via Unreal Engine Blueprints and State Machine logic
Want to extend this?
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Add more states like Jump, Attack, or Dance
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Blend animations for smooth transitions
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Add AI logic using Behavior Trees with animation switching