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  1. Collection
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  3. Text To Motion Vqvae V1

Generate 3D Animations with Text To Motion VQVAE v1

Text To Motion VQVAE v1 converts a plain text description into 3D animation data for a character of your choice. If you have spent hours manually keyframing a walk cycle or paid someone to rig a basic movement, this model cuts that process down to a single prompt. Type what you want the character to do, pick a character and a file format, and the model handles the rest. You can choose from five ready-made characters (Tar, Ava, Manny, Quinn, and Y Bot) and export the result as FBX or GLB, the two formats most game engines and 3D tools accept natively. Frame rate options of 24, 30, and 60 fps let you match the animation to the target platform, whether that is a cinematic sequence or a real-time game asset. Foot inverse kinematics is built in to keep feet grounded during movement, which removes one of the most common artifacts in automated animation. For solo developers building game prototypes, filmmakers blocking out scenes, or product teams needing animated characters for explainers, this model removes the skill barrier that makes 3D animation slow and expensive. Drop the output directly into your pipeline and iterate from there.

Official

Uthana

34 runs

Text To Motion Vqvae V1

2026-02-19

Commercial Use

Generate 3D Animations with Text To Motion VQVAE v1

Table of contents

  • Overview
  • How It Works
  • Frequently Asked Questions
  • Credit Cost
  • Features
  • Use Cases
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Overview

Text To Motion VQVAE v1 generates 3D character animation data from a plain text description, giving animators, game developers, and 3D artists a way to skip the manual keyframing process entirely. Instead of placing bones and adjusting timing curves by hand, you describe what you want a character to do and receive a ready-to-use animation file in return. Available on Picasso IA without any software installation, it takes a single text prompt and turns it into exportable motion data in seconds. The output comes in FBX or GLB format, so it fits directly into any standard 3D production pipeline.

How It Works

  • Write a plain-language description of the motion you want, such as "a character walks forward and waves" or "a slow jog that stops suddenly with a stumble"
  • Choose one of the five included characters (Tar, Ava, Manny, Quinn, or Y Bot) to carry the animation
  • Select your target frame rate (24, 30, or 60 fps) to match your project's playback requirements
  • Choose FBX or GLB as your export format depending on which 3D application you are working in
  • Optionally enable Feet Inverse Kinematics to keep feet planted naturally on the ground and reduce foot-slide artifacts in the result
  • Download the file and import it directly into your 3D tool

Frequently Asked Questions

Do I need programming skills or technical knowledge to use this? No, just open Text To Motion VQVAE v1 on Picasso IA, adjust the settings you want, and hit generate.

Is it free to try? Yes, you can run the model without a paid subscription to check the output quality before committing to a project.

How long does it take to get results? Most generations finish within a few seconds. More detailed motion descriptions or higher frame rates may add a small amount of processing time, but the wait is short in either case.

What output formats are supported? The model exports in FBX or GLB. FBX is the standard choice for game engines and most professional animation software, while GLB works well for web-based 3D viewers and tools like Blender.

Can I use the animation on my own custom rig? The model outputs animation tied to one of the five built-in characters. If you need to retarget the motion to a custom rig, you can do that inside your 3D application after downloading the file.

What happens if the result does not match what I described? Try rephrasing your prompt with more specific details about direction, speed, body parts involved, or the emotional quality of the movement. Small wording changes often produce noticeably different results.

Where can I use the output files? FBX and GLB files are compatible with Unity, Unreal Engine, Blender, Cinema 4D, and most other standard 3D tools. You can use the animations in games, short films, previsualization, or virtual production without restrictions.

Credit Cost

Each generation consumes 10 credits

10 credits

or 50 credits for 5 generations

Features

Everything this model can do for you

Text-driven animation

Type what you want the character to do and get back a ready-to-use motion file.

Five built-in characters

Choose from Tar, Ava, Manny, Quinn, or Y Bot to match your project's art direction.

FBX and GLB export

Download in the format your 3D software or game engine already supports natively.

Flexible frame rates

Output at 24, 30, or 60 fps to suit cinematic, broadcast, or real-time targets.

Foot inverse kinematics

Built-in IK keeps feet planted on the ground for cleaner, more natural motion.

Animation-only mode

Skip the mesh and export just the skeleton data for a lighter, more portable file.

No rigging required

Skip manual setup and get usable animation data directly from a text description.

Use Cases

Generate a walking or running animation for a game character by typing a motion description and exporting the result as a GLB file

Block out a character's movement for a 3D animated short by describing the action in plain text and downloading the FBX output

Prototype a crowd animation sequence by generating multiple motion clips from different prompts and importing them into your scene

Create idle and reaction animations for an NPC by describing the pose or movement and exporting at 30 fps for real-time use

Produce a motion clip for a product demo without physical recording equipment by typing what the character should do

Animate a virtual presenter for a training video by describing natural gestures and exporting the FBX for your video editor

Test how a motion description translates into character movement before committing to a full production animation pipeline

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