MotionTwin: Accelerate your animation workflows with the power of AI

MotionTwin empowers you to generate and edit human animations directly from the Unreal Engine 5 Editor. Just use simple text prompts to describe what motion you want to see and let our cloud-based Generative AI handle the heavy lifting.

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AI Tools for Creators

Streamline Your Animation Workflows

MotionTwin seamlessly integrates into Unreal Engine, providing a plug-and-play solution for creating and editing human animations. Iterate faster on your choreography, by quickly concepting a wide range of actions to bring your characters to life with Generative AI. Our service furthers allows you reduce tedious tasks by helping you edit handcrafted, generated, or captured animations, without the need to reshoot or manual intervention.

Features

Unlock the full potential of human animation workflows with a toolkit designed for speed and flexibility. MotionTwin allows you to generate new animations from scratch, fine-tune details of existing animations and steer your characters on predefined paths.

Motion Generation

Create dynamic 3D human animations, by describing the motion through text. Besides the native SMPL mesh, we provide the ability to retarget and apply the animation to your own Metahuman or other custom character.

Motion Edit

Modify existing animations with ease. Choose any frame range and describe your desired action. MotionTwin inpaints the animation seamlessly, right within Unreal Engine.

Multi-action support

Craft long-duration sequences by chaining multiple actions together into a complex, fluid animation. Control the order, prompt and duration of each action and MotionTwin will stitch them together.

Trajectory Control

Gain full control over the movement of your characters. Define explicit paths using the Unreal Engine Sequencer, and MotionTwin will animate your characters with precision to walk, run or sidestep along the path.

Virtual Productions Cloud

Crafting Tools for Modern Creators

Our service is forged at the intersection of creative expression and the most recent breakthroughs in AI. MotionTwin is the first tool of our Virtual Productions Cloud platform, and our mission is to empower creators and storytellers by making state-of-the-art AI accessible directly in your favorite 3D software, starting with the Unreal Engine Editor.

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Sign up for MotionTwin Beta!

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COMMON INQUIRIES

Frequently Asked Questions

Below you'll find answers to the questions we get asked the most about MotionTwin and how it's used for motion generation and editing. If you have further questions, feel free to reach out.

MotionTwin is targeted to technical artists, storytellers, and studios of all sizes that want to accelerate their human animation workflow directly inside Unreal Engine, and create new animations or edit/clean existing ones via a simple text prompt.

MotionTwin is currently accessible via our UE (Epic’s Unreal Engine) plugin. You need a unique API key in order to get access to our cloud platform. Sign up for Beta to get your key!

No, you can leverage the power of MotionTwin out of the box, even on an empty Unreal Engine project. We ship the necessary assets (e.g. skeletal mesh) inside the plugin.

There are some limitations at the moment. The FPS value of the generated animations is always 30. There is an upper limit on the total duration for single-action generation and when using trajectory controls (196 frames). We're working hard on removing those soon! Check out our docs for more information.

None! To generate animations, simply input a descriptive sentence of the action and AI will handle the rest. If you have a MetaHuman in your project, you can apply the generated animation to that, instead of our stock skeletal mesh. We ship the IK Retargeter for that purpose in our UE plugin.

You need to have a skeletal animation in your UE project and an appropriate IK Retargeter from the skeleton used internally by MotionTwin to your own. If your character uses a MetaHuman skeleton, we ship a suitable IK Retargeter which you can use.

Yes, you are free to select any frame range within your animation and describe the action you’d like your character to perform during that part of the animation.

Yes, you can select your own IK Retargeter from the menu of the MotionTwin plugin for both motion generation and motion edit operations.

At the moment yes. However, our API isn’t tied to any data format that is specific to Unreal Engine. Moreover, we use industry standards for representing the underlying content. We believe in the current workflow trend where content creation happens directly in the Unreal Engine Editor, but let us know about the software you’d like us to integrate with!

Each credit unit corresponds to a single animation frame, including input frames when editing motion, so for example, when generating 2 seconds of animation at 30fps, you spend 60 credits. Each user gets 1500 credits, renewed weekly, during our Beta, while we're finalizing our credit and pricing system.

All credit balances are being topped up every week during the Beta phase, and you can go to your VP Cloud Dashboard or contact us to request more credits.