Model and character animation
Animate a 3D model with your agent.
Import a supported 3D model, use or build its rig, blend animation clips and revise poses. Keep the model and animation editable in Tesseract.
Read the prompt
Set up Tesseract by Mirage so you can create editable designs and 3D scenes, edit videos, and make motion graphics in this agent’s environment. Read https://github.com/mirage-hq/Tesseract and check the requirements for this local or hosted environment. If it is supported, follow the official plugin or skills installation guide, use its required runtime version, verify the download checksum, and confirm a short preview renders correctly. Then ask what I want to make and which brand references or source assets I have. Keep the editable project and source assets with the finished render.
Give your agent this .tsrct file, then ask for a specific change.
Made in Tesseract
Revise a pose through the rig.
Skeletal animation moves a supported model through its joints and skin weights. Targeted joint controls and constraints let the agent revise a movement while retaining the model’s geometry and other animation.
Use the animation already in the asset.
Inspect available clips, joints and morph targets after import. Choose the useful source motion, then adjust its timing, looping and root movement for the shot.
Make local pose changes.
Adjust a joint, blend clips through a mask or use a supported IK constraint to reach a target. Layer revisions instead of replacing an approved performance.
Rig a suitable static model.
Your agent can specify joints and landmarks, then generate skin weights using a supported rigging recipe. Review the result in extreme poses before animating a full sequence.
The workflow
Build it with your agent.
Start with the brief and references. Review the composition and movement before the final render.
Inspect the imported asset.
Provide the .glb or .blend file and any required textures. Ask the agent to report conversion warnings and list usable clips, morphs and joints before choosing the animation plan.
Approve the rig and source motion.
If the asset has a rig, preview its clips. If it needs one, agree on the joint layout and landmarks. Test bending and rotation at the shoulders, elbows, hips or other relevant joints.
Build the shot’s performance.
Set clip timing and root motion, then add masked blends or local pose corrections. Use target constraints and attachment switches where the movement calls for them.
Inspect transitions and contacts.
Review frames around each blend, loop and attachment change, followed by a video draft. Point out sliding, popping or distorted geometry before rendering the final sequence.
A starting point
Give your agent
a concrete brief.
Install or update the official Tesseract skills, attach your references, and adapt this prompt. Ask the agent to check that its runtime includes the 3D tools it needs.
Set up TesseractCopy and adapt this prompt
Use Tesseract to animate the attached [model] in a 6-second shot. First import it, report conversion warnings, and list its usable clips, joints and morph targets. If it has no suitable rig, propose a joint layout and landmarks for approval before generating weights. Use [clip or movement] as the base. Keep the feet visually grounded, make [limb or object] reach [target], and preserve the approved motion elsewhere. Show frames at the start, the reach, any clip transition and the end, then render a draft. Revise visible sliding or deformation problems and keep the model, rig and animation in the editable .tsrct project.
Review the result
Check the details
before the final export.
Inspect the skin at bent joints.
Look for collapsing elbows, stretched surfaces or parts moving with the wrong joint. Point to the affected joint and frame rather than guessing which weight or parameter needs changing.
Check loops and clip transitions.
Watch for an abrupt body rotation, a reset in position or a sudden pose change. Specify whether the character should travel through the scene or stay in place.
Check the apparent contacts.
Look at feet, hands and held props from the final camera. Grounding measurements can help find issues, but contact and natural movement still need visual review.
Example follow-up
Keep the camera and upper-body motion. The left foot slides during the second half, and the elbow bends sharply at the transition. Adjust those moments and render a short preview around each one.
Useful details before you start.
Can Tesseract rig any character automatically?
No. The agent supplies a rig recipe or landmarks for a suitable model, and Tesseract can generate joints and skin weights. This is not automatic semantic character recognition. Imported rig support and the quality of the source mesh affect the result.
Can I blend a walk cycle with another movement?
Yes. Supported model clips can be blended and restricted to selected nodes with weighted masks. Animation layers provide further control over which properties, joints or morphs a change affects. Review transitions in motion rather than judging only one pose.
Can a character walk without moving across the scene?
Root-motion controls can keep a cycle in place, use its source motion or accumulate movement over loops. Tell the agent which behavior the shot needs and which translation or rotation should be extracted.
Does this include motion capture or automatic foot-contact solving?
Use supplied animation, authored poses and supported constraints. Tesseract does not generate motion capture or automatically solve every ground contact. Use reference footage for direction and inspect the rendered movement.
Can I export the finished rig back to Blender or FBX?
Keep the editable .tsrct project and export stills or video. Importing a model does not provide a matching export back to Blender, FBX or USD. Keep the original model file if you need to continue working in another 3D application.
Try another 3D workflow.
3D creation and animation
Build and animate 3D scenes with your AI agent. Edit geometry, materials, lighting and cameras, then combine the result with video in Tesseract.
ExploreImport Blender and GLB models
Bring .blend and .glb models into Tesseract without installing Blender. Prepare textures, inspect conversion warnings and compare a rendered preview.
Explore3D prompt guide
Write a useful 3D brief for your agent: references, scale, camera, materials and timing. Learn what to inspect and how to request targeted revisions.
ExploreCreate 3D motion graphics
Combine animated 3D typography, objects and camera moves with editable video, graphics and sound. Build and revise the full composition in Tesseract.
Explore