Overview
Text To Motion Diffusion v2 turns a plain text description into a fully rigged 3D character animation, ready to drop into your game engine or 3D pipeline. If you've ever spent hours keyframing a walk cycle or a combat idle, this model cuts that process to seconds. You type what you want the character to do, pick your settings, and get back an FBX or GLB file with the motion baked in. On Picasso IA, there's no software to install and no scripting required. It's the fastest path from a written description to an animation file your team can actually use.
How It Works
- Type a description of the motion you want, such as "person doing a backflip" or "character walking slowly and looking around"
- Choose one of the available rigs (Tar, Ava, Manny, Quinn, or Y Bot) to set which character body the animation is applied to
- Set the motion length in seconds, the frame rate (24, 30, or 60 fps), and the output format (FBX or GLB)
- Adjust the guidance scale to control how closely the model follows your prompt, and enable foot IK for grounded, natural-looking movement
- Hit generate and download your animation file, ready for import into your 3D workflow
Frequently Asked Questions
Do I need programming skills or technical knowledge to use this?
No, just open Text To Motion Diffusion v2 on Picasso IA, adjust the settings you want, and hit generate.
Is it free to try?
Yes, you can run the model on Picasso IA without any upfront commitment. Check the current credit policy on the platform for details on how many free runs are available.
What output formats does the model support?
The model exports in FBX and GLB format. FBX works well with most game engines and 3D applications, while GLB is the standard for web-based 3D and real-time rendering pipelines.
How long does it take to get results?
Most generations complete in under a minute, depending on the motion length and server load at the time you run it. A 5-second animation at 30fps typically processes faster than longer sequences.
Can I control how closely the animation follows my prompt?
Yes. The guidance scale lets you dial up or down how literally the model interprets your description. Higher values stick closer to the prompt; lower values give the model more freedom to produce fluid, natural motion.
What happens if the feet look like they're sliding?
Enable foot inverse kinematics in the settings before generating. This anchors the feet to the ground plane and removes most sliding artifacts from the output.
Where can I use the animations I generate?
FBX and GLB files are compatible with most 3D tools and game engines. You can import them into your animation pipeline, use them in a game project, or incorporate them into a cinematic sequence.