Create repeatable, loopable travel motion with explicit control over direction, speed, stride count, and movement style.
Text-to-Motion interprets a natural-language description. Locomotion is different: it generates a travel clip from a defined set of controls, making related outputs more predictable and easier to organize into a movement system.
Choose the direction on the ground plane, travel speed, number of stride pairs, and movement style. Uthana returns a motion that can be applied to the selected character, downloaded, looped, or combined with other clips in the production pipeline.
These controls generate clips. They do not imply arbitrary path planning, collision avoidance, balance control, dynamic feasibility, or a live simulator policy.
Generate a small set of clips across the directions, speeds, and styles needed by the experience. Export them to the engine, then select, loop, blend, or cross-fade between clips in response to gameplay input.
Use root motion when translation should come from the animated skeleton. Use in-place export when the application moves the character transform in code. The application remains responsible for movement logic, collision, and switching between clips.
The current self-serve model can generate controlled locomotion clips for characters used inside games, interactive experiences, and simulated scenes. It should not be treated as a simulator-specific runtime controller or a robot-control policy.
For runtime behavior, target-embodiment work, or simulator-specific co-development, describe the requirement to the Uthana team.
Download locomotion clips as FBX, GLB, or BVH at 24, 30, or 60 fps. Export with root motion, or generate an in-place download for a controller that moves the character transform separately.
Choose a character, set the locomotion controls, and generate a reusable motion clip.