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PicoBerry brings PB Animation to API and MCP for game-asset pipelines

By GameSlash

The November 3 integration lets developers rig characters and reuse PB rigs through code or AI agents, with body-type limits and motion-attribution requirements.

PicoBerry added PB Animation to its API and MCP on November 3, 2026. AI-assisted game teams can now connect character rigging and motion assignment to an asset pipeline instead of repeating each step in the web interface. The release notes distinguish this integration from the web features launched on October 31.

PicoBerry community render of a chibi female character with a green apron
Radiant Tiger / PicoBerry: Cute Chibi Female Character In Apron · CC BY 4.0 · Existing AI-generated community model render, not a demonstration of the new API. Re-encoded for the web.

Rig once, then add motions

The animation API offers pb-rig for rigging, pb-rig-animate for rigging with a selected motion, and pb-retarget for applying another motion to an existing PB rig. Humanoid characters have more than 900 motions, according to PicoBerry. The engine parameter must match the preset list; a preset from another engine is not interchangeable.

Choose body as humanoid, quadruped or other. Four-legged and other bodies currently support rigging only, with no ready-made motions. That makes the update useful for automating preparation, while body selection and deformation still need a creator’s review.

Fantasy male adventurer model in a vest and boots from the PicoBerry community
Witty Badger / PicoBerry: Male Fantasy Adventurer Character · CC BY 4.0 · Existing AI-generated community model render used as an illustration, not a new-feature test. Re-encoded for the web.

Access, costs and credits

The MCP guide documents PB preset listing and body selection in version 0.1.8 or later. API access requires an account with a completed paid subscription or credit-pack purchase; it is not enabled for an unpaid free account. Rigging consumes credits, while applying PB motions to an existing humanoid rig is free of credit charges.

Before shipping the animation, check its attribution requirements. The animation manual identifies many walks, runs and idles as adaptations of 100STYLE by Ian Mason, Sebastian Starke and Taku Komura under CC BY 4.0. Martial-arts moves and many transitions use ACCAD’s Open Motion Project under CC BY 3.0. Those sources require credit in the released game or other work.

For a game pipeline, the practical sequence is model preparation, rigging, preset selection, then an engine-side check of scale, joints and the chosen animation. See PicoBerry in the GameSlash Tools catalog for the platform overview.

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