No more endless rigging sessions or hiring out animators who charge an arm and a leg. Now, let's talk features, because that's where it shines, or at least in my experience it does. The core is user-input based generation, where you describe what you want--say, a zombie shuffle or a taichi flow--and the AI spits out a ready-to-use animation.
They've got SDKs for easy integration into your projects, whether you're on Unity or whatever else you're using. And the public gallery? It's packed with pre-made stuff like swimming strokes, yoga poses, or even a moonwalk if you're feeling retro. Documentation is solid too, with guides on exporting, editing, and even mobile AR support, which is huge for apps that go beyond the screen.
Oh, and pricing is transparent, starting free so you can test without commitment. But wait, I was torn at first--thought it might be too game-focused, but actually, it works great for educational tools or marketing demos too. Who's this for? Primarily developers in gaming, but I've seen indie creators use it for fun learning apps, like teaching kids dance moves through interactive characters.
Or think VR experiences where avatars need to react naturally. In my last project, I used something similar for a fitness app, and it cut my animation time in half, probably saved me a couple weeks of headache. It's ideal for small teams who don't have big budgets for custom art. What sets it apart from, say, Mixamo or other avatar tools?
Well, the AI input is more conversational--no need for precise 3D modeling skills. Plus, the gallery isn't just static; it's diverse enough to spark ideas, unlike some competitors that feel repetitive. Sure, it's not perfect, but the support team's responsive, which is more than I can say for a few others I've tried.
All in all, if you're dipping into AI for animations, give Krikey a spin. Head to their site, grab the free tier, and see how it jazzes up your prototypes. You might just find yourself hooked, like I did back in early 2023 when I first messed around with it.
