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Avatar SDK Move

Avatar SDK Move generates a 3D character animation from a text description. You type what the character should do, the animation is generated in the cloud, and it arrives as a Humanoid clip ready to play on your avatar. There is no motion capture, no suit, and no browsing through an animation library for something close enough. In other words, Move is a text-to-motion generator: the output is a 3D animation (FBX or GLB) for your character, not a video. Product details and pricing are on the text to 3D animation page.

 

Unlike the third-party services described in this section, Move is our own technology, so it works with MetaPerson avatars without any conversion or retargeting setup on your side.

Two ways to use it​

In the web editor. Open MetaPerson Creator, select your avatar and describe the movement you want. The animation is generated and previewed on your own avatar, and you can export it together with the model. See the Avatar SDK Move product page for product details.

Animation generation in MetaPerson Creator: a prompt, duration and Generate button above the My Animations list, next to an avatar performing a generated animation.

In Unity. The Move Unity plugin brings the same pipeline into the Unity Editor and into your running application — see that page for installation, the Editor workflow and the runtime API, and the plugin page on avatarsdk.com for product details and licensing. In the Editor you build a library of clips as project assets; at runtime your application can generate animations on demand, so the people using your app can describe the movement they want and watch it play. Generation takes a few minutes.

await animationGenerator.Generate(targetModel, prompt, duration);

The Animation Generator window in the Avatar SDK Move Unity plugin, with a prompt and an animation in progress, next to a character performing a generated animation.

Works with any humanoid model​

Move animates any character that Unity maps as Humanoid, so bone naming conventions do not matter. Retargeting is not a naive rotation copy: each bone is transferred as a delta from its rest pose, so proportions and skeleton orientations that differ from the source still read correctly. Root motion is scaled to the character's hip height, which means a tall character and a short one both travel a sensible distance.

In the Editor animations arrive as FBX and are imported as standard Unity Humanoid clips you can use anywhere in your project — Animator Controllers, Timeline, blend trees. At runtime they are delivered as GLB and applied directly to the character, which is what lets the whole flow run in a WebGL build.

Requirements​

  • Unity 6000.0 or newer
  • Windows, macOS, Linux, WebGL, Android and iOS

Common questions​

Is Move a text-to-motion tool? Yes — text-to-motion and text-to-animation mean the same thing here: a prompt goes in, a 3D character animation comes out. The result is a Humanoid clip you can retarget, blend and edit, not a rendered video.

Can I generate an animation from a text prompt for free? Generation is paid (about a dollar per 5-second clip, billed from the same account balance in MetaPerson Creator and in the Unity plugin); creating the MetaPerson avatar you animate is free.

Does it work outside Unity? Export FBX or GLB from MetaPerson Creator and use the clip in Unreal Engine, Blender, three.js or Babylon.js. The Unity plugin delivers clips directly as Humanoid animations; see Mixamo animations for combining generated clips with library ones.

For questions about Move, contact us at support@avatarsdk.com.