Generate animation from text, video, or direct control. Edit the result, apply it to your characters, and export it to Unity, Unreal, or the rest of your production pipeline.
Uthana gives studios one place to create and prepare character motion. Generate a performance, adjust its timing and poses, combine it with other clips, and apply it to the characters already in production. Retarget the finished motion without rebuilding bone maps or matching naming conventions. Export standard animation files with complete keyframes for final work in your DCC or engine.
Take full control over the stylized creation of motion — with predictable results.
Turn text prompts into realistic, controllable human motion.
Upload 2D videos of any motion to generate 3D motion files.
Seamlessly blend multiple motions together, with keyframe control.
Create perfect looping sequences from any motion.
Control and record characters in real-time using a mouse, keyboard, or gamepad.
Apply motion to any character format, skeleton, or engine.
Rig your AI-generated characters in typically 30–60 seconds.
Integrate motion into the tools you already run. Public Blender and Maya plugins are available, and the same models can be called through the API.
Every capability below is a step an animator already performs. Uthana shortens the step; it does not ask you to rebuild the pipeline around it.
Shoot a performance on any camera and get editable 3D skeletal motion back. Useful for blocking, previs, stunt reference, and coverage the capture schedule cannot reach.
Explore video-to-motionDescribe the action when you know what a character should do but have no reference to hand. Generate a starting point in seconds instead of keyframing from zero.
Explore text-to-motionApply any motion to your own bipedal rigs without bone mapping, chain setup, or matching naming conventions. Test a movement on one body, then run it across the cast.
Explore retargetingTurn an unrigged bipedal mesh into a motion-ready body in typically 30–60 seconds, so a modelled or generated character can be tested the same day it arrives.
Explore auto-riggingMotion exports as FBX, GLB, or BVH with editable keyframes, so it opens in Blender, Maya, Unity, and Unreal Engine and stays editable for an animator afterwards. Nothing is locked inside Uthana — the file you download is a normal animation file on a normal skeleton.
Usage is pay-as-you-go, priced per generated second or per operation, with no subscription and no minimum commitment.
Generate a new direction without scheduling another capture session or rebuilding the animation from zero. Preview motion on the target character, revise it, and keep moving while the creative decision is still being made.
Uthana's proprietary IK retargeting applies motion to any bipedal skeleton in under a second. No bone mapping, chain setup, or matching naming conventions.
Download full keyframes rather than a rendered result or proprietary playback format. Export FBX, GLB, or BVH, plus destination-specific FBX presets for Roblox Studio and Unreal Engine 5.
The same motion infrastructure now supports embodied-AI research, simulation, and motion-data pipelines. Studios benefit from the same models, API, retargeting systems, and growing motion dataset—while keeping the editable files and engine workflows that production requires.
The same models are available as an API.