Embodiment

Apply any motion to any bipedal skeleton.

Uthana's proprietary IK retargeting adapts motion to your rig automatically—in under a second.

Skeletons rarely match. Bone hierarchies, proportions, rest poses, and naming conventions vary across characters, tools, and datasets. Motion built for one rig usually needs manual setup before it works on another.

Uthana removes that setup. Bring any bipedal skeleton. No bone mapping. No chain setup. No naming conventions to match. Our proprietary inverse-kinematics system applies the motion automatically.

Motion on your production characters

Upload a rigged character, choose any Uthana-generated motion, and apply it to the character in under a second. The target rig keeps its own hierarchy and bone names. You can preview the result, continue editing it, and export the retargeted animation to your existing DCC or engine pipeline.

Use the same character with text-to-motion, video-to-motion, locomotion, or motion from your existing library. Test a movement on one body, then apply it across a cast without rebuilding the retargeting setup for every asset.

A preprocessing step for motion data

Retargeting also solves a data problem. Motion datasets often combine files captured or authored against different skeletons. Before those sequences can enter one training or evaluation pipeline, teams need a consistent joint hierarchy and representation.

Uthana can normalize motion across bipedal skeletons by transferring each sequence to a shared target rig. Researchers can use that output to construct consistent datasets, compare motion from different sources, or evaluate model results on the same embodiment. The retargeting step preserves the source movement while removing skeleton-specific setup from downstream processing.

One motion. Many bodies.

Retarget a single clip for a production character, or discuss a larger pipeline for normalizing motion across a dataset. The same core system supports both.