AXYZ Design anima Pro v3.5.4


AXYZ Design anima Pro


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Create exceptionally rich and realistic crowd animations in seconds

Stunning photo-scanned actors and breathtaking motion captured animation. Revolutionary intelligent AI Brain allowing characters to avoid one another, climb on and off stairs, escalators, slopes and moving walkways. Incredibly simple workflow that allows you to create complex crowd simulations in mere seconds. The future of artist friendly crowd animation is anima.



Model with your favorite tool

Models using your usual 3D tool and synchronize your scenes, cameras and geometries to anima using aliveTM, an innovative technology that establishes a link between your 3D modeling software and anima, allowing a smooth workflow while working and refining your animations.

Gather with anima 3.5 + aliveTM

anima 3.5 is your all in one population tool.  Add life to your 3D visualization projects instantly with Metropoly rigged and Ready-Posed 3D human characters.

Render with your favorite renderer

anima 3.5 supports the best renderers in the industry.  You can simply synchronize your anima scenes with the help of aliveTM and native 3ds Max, Cinema 4D and Unreal Engine 4 plug-ins.  Forget about material conversions and texture optimizations.  anima does everything for you to output images or animations using Metropoly Rigged, Ready-Posed or any custom assets.

Reasons to Choose anima

Add life to your Archviz or any other visualization project! anima® brings up a toolset to easily populate your still renderings and animation videos using our 3D Scanned Metropoly Ready-Posed and Rigged 3D Human models.


Anima® uses the same high quality 3D people found in our Metropoly collections, so there’s no need to compromise on quality. Our actors are driven by real mocap data and a sophisticated AI engine with automatic procedural motion to achieve super-realistic crowd animations.


With its easy-to-use motion editing tools, anima® enables you to create actors that walk, run, navigate slopes, ride escalators, tackle moving walkways and climb stairs realistically. Whatever your scene’s topology, you can add crowd animated characters that explore every corner.

Thanks to Anima's adaptive placement, area and walkway tools, crowd actors can walk, run and stand on nearly any surface. Just define an area and the actors are projected onto the background geometry. Press play and animations adapt automatically to the terrain for flawless integration.

Fill scenes with standing and seated characters using an extensive range of animations, or import more from 3rd party sources. Characters can move from walkways to fixed areas to socialise.

Users are not limited to the bundled content. Using Anima’s crowd editing tools it’s easy to import and use 3rd party rigged characters and motion capture data.


Work seamlessly with your favorite 3D modeling and rendering tool within a few clicks. Our native plugins will import, manage and optimize textures and meshes while applying ready-to-render materials in just seconds!

Import sophisticated and complex crowd animations with ease in your favorite 3D modeling through FBX, OpenCollada or
V-Ray Scene formats  with our built-in exporter!

Create mind-blowing unreal immersive experiences populated with realistic animated characters and discover human scale perception as you never did before!

This API offers the most powerful C++ toolset. No external libraries are required. It is the right choice if you want to create connection plugins to visualize anima® scenes in third party applications!


  • New Unreal Engine 4 Plug-in – anima is now the first population tool available for Epic Unreal Engine, 3ds Max and Cinema 4D to help 3D professionals bring hundreds of realistic 3D characters into their scenes.
  • Artist Friendly – anima's brand new WYSIWYG editor makes crowd simulation simple. It's as easy as importing a background model, drawing a path, adding characters and hitting play.
  • Rapid Secene Population – Whether a project requires one thousand characters or just one, anima can spawn and simulate crowds of any size, adding subtle variations for incredibly realistic animations.
  • Walkway Tools – New walkway tools for walking, running and locomotion animations with advanced settings for distribution, spacing, direction, clustering and changing path width at any moment.
  • Obstacles and Traffic Lights – Actors interact with your environments using obstacle areas that characters avoid to navigate around objects.  Control actors by stopping and starting them using traffic lights.
  • No Need for Post Production – Save time in post=production! anima's 3D characters look great from every angle and interact with the lighting and shaders in a scene to create accurate shadows, reflections, motion blur, depth of field and colour balance.
  • Motion and Pose Editor – Fine-tune Actors and Motions with the visual pose editor, featuring the ability to adjust the rotation of every joint.  Process, edit and loop motions using easy-to-understand tools.
  • Realistic Interaction – anima creates natural looking crown simulations using a sophisticated AI simulation brain to anticipate collisions between actors and blend flawlessly between motion clips.
  • Complete Control – Precise control is possible when it is needed. Each actor's position, geometry, color, motion and more is fully editable for complete control to direct the perfect animation.
  • 3D App Support – anima comes with native import plug-ins for Autodesk 3ds Max, Epic Unreal Engine and Maxon Cinema 4d.
  • READY-TO-RUN Content – anima comes with a wide selection of ready-to-run 3D human characters and motions to start populating your projects in seconds. Beside, more content can be purchased directly from the integrated asset store.
  • Render Farm Support – We have teamed with the best renderfarms! We offer credit for RebusFarm, Ranch Computing, Renderflow, RenderNation to all new anima customers.


What's Included:

Asset Libraries  – Ready-to-use Actors and procedural animations.

Object Library  – Square, Traffic Light, Crowds, Chairs, Tables and Custom Presets.

Rendering  – 3ds Max + V-Ray, Corona, Octane, Mental Ray, IRay, Thea. Cinema 4D + Physical Render, V-Ray, Arnold.

Exporting  – Native Plugins for Autodesk 3ds Max, Maxon Cinema 4D and Unreal Engine. Industry Standard exports for Autodesk FBX, OpenCollada, V-Ray Scene (3.4 or avobe).

Renderfarm Services – Renderflow, Ranchcomputing, Rebusfarm, Garagefarm, CGI Farm.

Licensed For  – One (1) Workstation.

Access To – Free updates for one (1) year, Priority support, Online Documentation, Early access to beta versions.

Comparison Chart

  Lite (Free) Pro Actors (Pro) Render Nodes (Pro)
Description anima Lite is free to use, even commercially to create still renderings and animations. It has no limits if you only use Metropoly Ready-Posed assets. To use anima with Metropoly Rigged models, the full version removes all limitations. anima Pro is the complete 3D character solution to populate your still renderings and animations! Create exceptionally rich and realistic images and character animations in seconds! Actors driven by real mocap data and a sophisticated AI engine with automatic procedural motion to achieve super-realistic crowd animations. Additional render nodes to increase your pipeline and power up your rendering speed.
Main Features Still Rendering: Unlimited Still Rendering: Unlimited    
Animation: Limited Animation: Unlimited
Asset Libraries Ready-to-use Actors and procedural animations. Ready-to-use Actors and procedural animations.    
Object Library Square, Traffic Light, Crowds, Chairs, Tables and Custom Presets. Square, Traffic Light, Crowds, Chairs, Tables and Custom Presets.    
Rendering 3ds Max + V-Ray, Corona, Octane, Mental Ray, IRay, Thea,
Cinema 4D + Physical Render,
V-Ray, Arnold.
3ds Max + V-Ray, Corona, Octane, Mental Ray, IRay, Thea,
Cinema 4D + Physical Render,
V-Ray, Arnold.
Exporting Industry Standard exports for Autodesk FBX, OpenCollada, V-Ray Scene (3.4 or above). Industry Standard exports for Autodesk FBX, OpenCollada, V-Ray Scene (3.4 or above).    
Renderfarm Services   Renderflow, Ranchcomputing, Rebusfarm, Garagefarm, CGI Farm    
License for one (1) Workstation.
(limited to four (4) seconds of animation).
for one (1) Workstation. 24 Rigged + 12 Ready-Posed three (3) rendering nodes.
Access To Standard support, Online Documentation. Free updates for one (1) year, Priority support, Online Documentation, Early access to beta versions.    
Add-ons + Extra Actor   + Extra Actor + Extra Render Node

Anima has been designed to run on a wide range of hardware and software configurations, although performance levels will vary depending on the processing speed, graphics card and memory of the system. Below are minimum recommended specifications but if in doubt we recommend you download and try out the free demo version.

For general animation and rendering:

  • Intel i5 or AMD FX processor or better.
  • Microsoft Windows 7, Windows 8.1, or Windows 10 64 bit.
  • 4GB of RAM (8 GB recommended).
  • 10 GB of available hard-disk space.
  • DirectX 10 or OpenGL capable graphics card (1gb or higher video card memory).
  • A one time internet connection is necessary to complete software activation.

Connectivity Plugins: 

  • 3ds Max 2011 – 2019 and 3ds Max Design 2011 – 2017 64 bit.
  • Next Limit Maxwell Render in 3ds Max
  • Cinema 4D R14, R15, R16, R17, R18, R19 and R20 64 bit.

Anima scenes can be rendered with Octane, Corona, Thea, V-Ray, Scanline, ART, IRay, and C4D Physical Renderer.

What's new in Anima 3.5.4?

  • 3DS Max Plugin: Added support for 3DS Max 2020.
  • 3DS Max Plugin: Added multiple selection support in alive™ background sync.
  • 3DS Max Plugin: Fixed scene param errors of scenes re-synchronized with alive™.
  • 3DS Max Plugin: Fixed geometry sync bug in scenes including a dot in the filename.
  • 3DS Max Plugin: Fixed rare crashes when starting a project with alive™ connection.
  • 3DS Max Plugin: Improved alive™ performance when using interactive renderer.
  • 3DS Max Plugin: When expanding an .anipack, the .aniproj path is updated accordingly.
  • 3DS Max Plugin: Fixed offsets of multiple scenes when their name started with a number.
  • Cinema 4D Plugin: Improved materials for Redshift.
  • Cinema 4D Plugin: Improved materials for Octane.
  • Cinema 4D Plugin: Support for textures with paths containing non standard ascii chars.
  • Cinema 4D Plugin: When expanding an anipack the aniproj path is updated accordingly.
  • UE4® Plugin: Fixed a bug when using anima® QuickDrop panel.
  • anima: Improved material support for custom models.
  • anima: Option to choose all the fingers manually in the Bone Matching window.
  • anima: Added a "don't ask again" option to lock/unlock dialog.
  • anima: Fixed normal maps on VRScene export.
  • anima: Improved reliability in the scene backup method scheme.
  • anima: Fixed grouping actors in locked areas.
  • anima: Fixed wrong scale visualization after importing some custom FBX models.

What Is New In Anima 3.5.3?

  • New alive® connection.
  • Real-time updated cameras with alive. 
  • Drag&drop 3d People directly to 3ds Max, Cinema 4D, and UE4.
  • Improved interface and workflow.
  • Improved actor and animation importer.
  • Improved actor library with re-calibrated skin and material tones.
  • New support for UE4 4.21 and Cinema 4D R20

What's new in Anima 3.5?

  1. SYNCHRONIZE SCENES - Synchronizing your Projects and Scenes with your favorite 3D modeling and rendering software is as simple as clicking a button.
  2. SYNCHRONIZE CAMERAS - Keep static and animated cameras synchronized between 3ds Max® and anima® for perfect control of your crowd simulations and character placement.
  3. SYNCHRONIZE GEOMETRIES - Define and select the collision geometries for your simulation directly in 3ds Max® and send them to anima® within a click!
  4. DRAG&DROP IN 3DS MAX - Get access to hundreds of realistic 3D Human assets and start populating your still rendering projects directly from 3ds Max® with a simple and intuitive interface.
  5. DRAG&DROP IN UE4 - Get access to hundreds of realistic 3D Human assets and start populating your still rendering projects directly from Unreal Engine 4 with a simple and intuitive interface.
  6. INTERFACE IMPROVEMENTS - An easy-to-learn and unobtrusive interface that’s designed to guide you through the process of creating complex animations in record time.
  7. NEW BAKING PROCESS - Lock parts of your scene so that they’re not affected by any edit or additions that take place after they have been baked is easy and intuitive!

What's new in Anima 3.0.4?


  • Unreal Engine Plugin: Added support for version 4.20.


  • anima: Fixed an issue where certain parameters of the table nodes were not properly saved or copied.
  • Cinema 4D Plugin: Fixed an issue regarding material incompatibility with the latest V-Ray version.

What's new in Anima 3.0.3?


  • 3DS Max Plugin: Added support for 3dsmax 2019.
  • Unreal Engine Plugin: Added support for r4.19.


  • 3DS Max Plugin: Fixed issue with geometry normals.
  • 3DS Max Plugin: Improved V-Ray materials.
  • Cinema 4D Plugin:  Fixed potential “missing textures” message issue with anipack format.
  • anima: Fixed minor issues with application installer.
  • anima: Fixed importing backgrounds issues with .OBJ, .3DS, .LWO and .DAE formats.

What's new in Anima 3.0.1?

  • Support for Maxwell Render in 3DS Max
  • Support for Cinema 4D R19.
  • A new camera preset designed to resemble Unreal Engine’s controls.
  • Improvements to workflow, adding a right-click option in the view-port for importing a background model.
  • The model importer now supports non-8 bits per channel textures by converting them to the correct format.
  • Anima Render node installations now have an option to access the configuration panel.
  • Improvements to installation for users who have non-standard installation paths and the addition of a new shortcut created when installing that allows the user to configure the application before it starts.
  • The application has been updated to use the latest version of the Visual C++ Redistributable 2017 Package. Said package has been included in the installer.
  • Many small improvements and bug fixes.

See the release notes

Anima 3.0 Update


  • New Unreal Engine 4 Plugin! Import your anima scenes into Unreal Engine 4 easily with the new native support. Most of your favorite features from the 3DS Max and C4D Plugins have already been included!
  • Chairs, Squares, Escalators, Traffic Lights and Avoid Areas are now drawing tools instead of object templates! You can now find all of these objects and even more options on the left toolbar in the main editing view. You can also change your preferred drawing shape for these objects by clicking on the small arrow on top of them, allowing you to change between Square, Circle and Polygon drawing mode. Being able to use all of these as drawing tools will make your regular workflow much more efficient
  • anima can now open multiple scenes at the same time! You will now see tabs on top of the editing view indicating what scenes are currently open. By clicking on a tab you can easily switch to the scene you’d like to work on. You can select multiple scenes when opening a project to indicate what scenes you’d like to open at the same time. Make your workflow much more efficient with these new possibilities!
  • New shading system! anima has now switched to a Physically Based Renderer, giving you far higher quality visuals to preview more easily how your actors will look in your renders. The quality of materials has been significantly improved, and shadows will now act more realistically on both the actors and the background models, improving depth perception overall. The switch to a new renderer enables us to do some pretty exciting features in the future.
  • New motions! A great deal of the motion clips included in anima have now been replaced with new higher quality motion captures, giving you better results in your resulting animations.
  • New backgrounds panel! Backgrounds can now be shared in the same project between different scenes without having to re-import them. You can also find all your imported backgrounds in the new panel along with thumbnails and screenshots to easily visualize them. Simply drag and drop one of these backgrounds into your scene to use them! anima also comes with some new system-wide backgrounds for you to easily try out this new feature without having to import a custom model on your first attempt. (NOTE: The “Import background model” option from the context menu of the editing view is no longer available. You will find this option by clicking on the + button on the new backgrounds panel)
  • Many improvements to the backgrounds system! Since backgrounds are now a shared asset of the project, this means many performance improvements were made to take advantage of this. Moving or rotating your background model will no longer cause the simulator to recalculate all the collision data. The only parts of the simulation that will be recalculated is the surface detection when you rotate the background model. Since the collision data and models are now shared, this means the overall size of a project will be much smaller if you were prone to reusing one background across multiple scenes.
  • Improved camera controls! Rotating the camera when a node is selected will no longer “snap” the camera to the selected node, and will now allow for a much smoother rotation instead. The camera speed is also now dependent on the distance to your scene, so you can easily move around large distances when needed. The “Zoom All” option will also now preserve the direction your camera was facing.
  • You can now install .y asset files by double clicking on them directly. This will work if you have anima already open. This functionality has also been extended to opening .aniproj and .anipack files directly into your current anima instance.
  • New tip system! Helpful tips are now provided on the bottom of the editing view when using most of the tools. This should help you find out quick shortcuts that will make your workflow much more efficient. You can disable these tips from the display preferences menu if you no longer need them.
  • anima: A new escalator step mesh with improved visuals has been included. This mesh will also be displayed on the Plugins and Exporters.
  • anima: The display preferences toolbar option has now been moved to the top-left of the editing view along with a more representative icon. You should be able to spot this panel much more easily now.
  • anima: The “Shadows” and “Shadow Quality” setting have been both merged into one single setting. The quality setting has now been changed to a preset instead of a resolution.
  • anima: The new default play mode will be the “Preview” mode, which hides all visual helpers and lets you focus on the contents of your animation. You can switch back to the regular play mode by clicking on the small arrow on the play button.
  • anima: It is now possible to press the Space key to toggle between playing your animation or stopping it.
  • anima: Holding the shift key will now allow you to continue performing various drawing actions even after the first one has been performed. This also works when dragging nodes around the screen, allowing you to easily clone nodes.
  • anima: A new soft shadow is now displayed below the actors on both views when previewing actor models or clips.
  • anima: Models that are no longer being used will now be unloaded when selecting various models on the Actor Model & Motion editing mode. This will help reduce memory usage significantly when working with lots of assets in this mode.
  • anima: When previewing motion clips, only the male or female generic model will be displayed by default if the clip is tagged to be used exclusively by either of them. (It’s still possible to change what model is displayed by toggling with the toolbar button)
  • anima: Libraries will now display how many items are being filtered when using the search function.
  • anima: When editing protected ranges for a model, it will now be properly explained why the options are disabled if the model has a custom protection mask included. (Which is currently the case for Ready-Posed actors)
  • anima: Actors will now react to harsh turns in more realistic ways. They’ll now change their walking lane so their trajectory ends in a smooth curve instead of strictly following along their current lane.
  • anima: Many improvements to the surface detection for background models. Small surfaces that are not usable will now be filtered and step detection should be significantly more accurate.
  • anima: Squares can now generate purely random distributions of actors when no grid or no points are placed on it.
  • anima: Raised the limit of area sizes for Squares, Traffic Lights and Avoid Areas and allowed typing bigger values if necessary.
  • anima: Exporting a project pack will now display a percentage progress.
  • anima: Video previews will now include the ambient occlusion effect along with all the other visual improvements.
  • anima: Paths have been made more transparent to improve the visual style of the application and allow you to easily see overlapping paths.
  • anima: Project folders will now be created when opening projects if they’ve been deleted manually.
  • anima: Several minor UI style improvements have been made across the board.
  • anima Plugins: Exported project packs for render farms will no longer include unused textures in the assets, bringing down the total size of these packs by a large margin.
  • anima Plugins: Plugins will now default to using a system path for the texture cache if the directory of the project is protected against writing. This will allow for render nodes to not need writing permissions on the network directory where the project is and still render out correctly.


  • anima: Generating actors with paths will always now ensure actors are placed on valid surfaces and are not generated in the air. This helps solve a lot of issues when the paths were not drawn to match the shape of the surfaces very accurately.
  • anima: Copying nodes that were in lower level of hierarchies (Like groups or squares) will now properly copy the orientation and position they had instead of just showing the relative transformation. This fixes several issues with the shift-cloning operation.
  • anima: The simulation will no longer detect stair steps in far larger sizes than what can be used, which caused problems for the actors to use them properly.
  • anima: Actors were walking up or down stairs in different ways depending on their height. These animations have been made much more consistent across all types of actors.
  • anima: Actors would not follow the path properly on harsh (90 degrees or more) turns or would make very sudden rotations. This behavior has been improved across the board.
  • anima: Actors would cross their legs on harsh turns. Actors will no longer be able to place their feet or legs causing unrealistic results like that.
  • anima: Actors’ feet would slide in place on harsh turns even if the foot was already placed in the ground. This behavior has been made much smoother.
  • anima: Actors’ pose would not be modified properly when performing harsh turns. This pose has been significantly improved.
  • anima: Actors would not stop in place properly in squares or other similar objects. Stopping behavior has been improved.
  • anima: Actors would not leave squares properly and stay there for the rest of the simulation. These cases are no longer possible.
  • anima: Actors would skip traffic light or square areas if they were too small but there was still enough room for the actor to stop. They will no longer skip these areas.
  • anima: Actors would ignore the sizes of the conversation groups areas even if they were defined, making them end up in the wrong position when entering a square. Actors will now take these sizes properly into account.
  • anima: Actors’ feet would be incorrectly placed in the air when using escalators. This has been fixed.
  • anima: Actors would change their ankle position while using an escalator. This is no longer possible.
  • anima: Actors were capable of performing unrealistic head turns at extreme angles. A new constraint has been added to address this.
  • anima: Actors would move their hip node in unrealistic ways and would do “jumps” in animation depending on the surface. This is no longer possible, as hip movement will now always result in a smooth animation regardless of the surface.
  • anima: Actors would not properly react to an avoiding area if the area of it was moved away from the node. They will now react properly.
  • anima: Squares would not accurately display the amount of available placement slots, showing far higher numbers than what was really possible. This number has been corrected.
  • anima: Squares will now allow generating actors around 0, 0, 0 properly.
  • anima: Ghost actors will no longer be displayed if they’ve been turned invisible from the project tree.
  • anima: Project Pack exporter will no longer ignore resources used by scenes that were not currently open in either anima or the Plugins.
  • anima: Selecting the X, Y and Z coordinates on the node transform options will no longer select the prefixes, making it much easier to use.
  • anima: Undo and redo actions will now return properly to the default editing mode.
  • anima: Camera cursors will now be displayed when the proper keys are pressed and not just when the mouse is moved.
  • anima: Selecting nodes from the project tree will now return properly to the default editing mode.
  • anima: Background importer will now use the new type of Zip streaming, reducing overall memory usage when importing background models.
  • anima: The error message when an unsupported renderer is selected has been improved to be more clear on what actions you should take to solve the problem.
  • anima: Added a warning for importing actors who have bones on the binding pose but are not applied to the Skin modifier, causing issues when determining their original position.
  • anima: Library filters will no longer be lost when selecting a different actor model or motion clip.
  • anima: A fatal error on the simulation will no longer leave the application “stuck” and will now close the application properly to indicate this.
  • anima Plugin: Actors that were invisible during the entire animation will no longer get added to the list of valid actors. This affects both exporters and the plugins.
  • anima Render Node Manager: Invalid emails or purchase codes will no longer be allowed on the list.
  • Installer: Some minor grammar fixes.