## The motion layer for AI-native gaming platforms

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

## AI-native platforms can generate almost everything except motion

You no longer need to rely on a small set of canned animations or a basic controller for motion.

#### Generated characters still need motion

A character without animation is a static asset. Most platforms stop short of solving this.

#### Stock libraries don't scale with generation

A fixed set of walks and emotes doesn't match the variety of characters and worlds users are now creating.

#### Building motion infrastructure in-house is a major lift

Training motion models, building retargeting, handling export formats — this isn't a side project.

### How it works

## From generated character to animated character in one API call

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.

#### Step 1 — Generate the character

Your platform creates or receives a 3D character from its existing asset pipeline.

#### Step 2 — Auto-rig if needed

If the character doesn't have a skeleton, Uthana rigs it automatically. Any bipedal humanoid mesh works.

#### Step 3 — Generate motion from text or video

Pass a text prompt or a video reference alongside the character. Uthana generates motion and retargets it to that character's proportions and skeleton.

#### Step 4 — Get back the animated character

Uthana returns the character with motion applied, exported as FBX or GLB. Ready to preview in your viewer or use downstream.

### Why Uthana

## What Uthana adds to your stack

An animation layer that matches the speed, depth, and integration model your platform already runs on.

#### Speed

### Animation in seconds, not hours

Motion generation runs in seconds. Fast enough to sit inside a real-time product flow, not a separate offline step.

#### Auto-rigging

### Handles unrigged characters

Most AI-generated characters come out unrigged. Uthana rigs any bipedal humanoid mesh automatically before animating.

#### Retargeting

### Motion on the exact character

Not a generic skeleton with motion pasted on. Uthana retargets to the actual character your user created — proportions, skeleton, joint structure.

#### Depth

### Beyond stock animation sets

Text-to-motion and video-to-motion generate a far wider range of behaviors than any fixed animation library.

#### API-first

### Built for integration

Designed to be called programmatically from your product's backend. No separate UI, no manual workflow, no plugin dependency.

#### Completeness

### Close the loop from asset to output

Your users go from character generation to animated, exportable output without leaving your product. No dead end at motion.

### What this enables

## What your users can build with motion

When animation becomes part of your generation stack, the output changes.

#### Playable characters

Users animate the characters they generate. Not static previews — characters that move.

#### Populated worlds

NPCs and background characters with varied motion, not identical idle loops.

#### Expressive avatars

Character creation that goes beyond appearance. Users get motion that matches the character they designed.

### Get started

## Add Uthana's motion layer to your platform

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.
