Uthana gives AI game creation and 3D creation platforms a motion layer they can call through an API. Send a generated character — rigged or unrigged — and get back animation on that character, retargeted and exported as FBX or GLB, ready to render in-product.
The gap
You no longer need to rely on a small set of canned animations or a basic controller for motion.
How it works
Your platform generates a character and sends it to Uthana. Uthana rigs it (if needed), generates motion from a text prompt or video reference, retargets it to the character, and returns it as FBX or GLB.
Your platform creates or receives a 3D character from its existing asset pipeline.
If the character doesn't have a skeleton, Uthana rigs it automatically. Any bipedal humanoid mesh works.
Pass a text prompt or a video reference alongside the character. Uthana generates motion and retargets it to that character's proportions and skeleton.
Uthana returns the character with motion applied, exported as FBX or GLB. Ready to preview in your viewer or use downstream.
Why Uthana
An animation layer that matches the speed, depth, and integration model your platform already runs on.
Speed
Motion generation runs in seconds. Fast enough to sit inside a real-time product flow, not a separate offline step.
Auto-rigging
Most AI-generated characters come out unrigged. Uthana rigs any bipedal humanoid mesh automatically before animating.
Retargeting
Not a generic skeleton with motion pasted on. Uthana retargets to the actual character your user created — proportions, skeleton, joint structure.
Depth
Text-to-motion and video-to-motion generate a far wider range of behaviors than any fixed animation library.
API-first
Designed to be called programmatically from your product's backend. No separate UI, no manual workflow, no plugin dependency.
Completeness
Your users go from character generation to animated, exportable output without leaving your product. No dead end at motion.
What this enables
When animation becomes part of your generation stack, the output changes.
Users animate the characters they generate. Not static previews — characters that move.
NPCs and background characters with varied motion, not identical idle loops.
Character creation that goes beyond appearance. Users get motion that matches the character they designed.
Get started
API access for auto-rigging, text-to-motion, video-to-motion, and retargeting. FBX and GLB output. 1M+ motion seconds generated. 15,000+ characters rigged and animated. Enterprise options for volume, latency, data isolation, and custom models.
Get API accessJoin us in co-developing the future of AI-driven animation.
Apply your game style to generic motions across your team's models.
Leverage the Uthana platform in your development pipeline or game environment.
Train bespoke models, or organize and label your data with our ML tools.