Describe the motion.
Get a Roblox animation.
Type a prompt or drop in a phone video. You get a clean R15 animation with locked foot contacts, applied to your rig in Studio in one click — usually in under a minute.
60 free credits · no card required
casual walk cycle, relaxed shoulders, loopable
Live R15 preview. Drag to orbit, scrub the timeline, and watch the contact track under it — green means the sole is planted and locked.
- < 60s
- Prompt to rig, end to end
- 15
- R15 parts driven by Motor6D
- 30 / 60
- Selectable bake frame rate
- 3
- Export targets: rbxm, FBX, Open Cloud
Inputs
Three ways in, one animation out
Every route lands in the same library, on the same rig, with the same export options. Nothing is a dead end.
Text prompt
Describe it the way you'd describe it to an animator. Style presets bias the result toward game-ready, cinematic or combat timing without you rewriting the prompt.
Video clip
Record it on your phone. Up to ten seconds, one person in frame. We validate duration, size and framing before spending a single GPU second on it.
Studio plugin
Generate without leaving Studio, then drop the KeyframeSequence straight onto the selected rig. Your whole web library is in the plugin too.
Retargeting
The part everyone else gets wrong
A model outputs a human-proportioned skeleton. R15 is fifteen parts with completely different limb ratios. Copying joint angles across that gap is what produces the uncanny, skating, hyperextended animations you've seen.
Our retarget runs on CPU, deterministically, after generation. Retargeting an old generation to a new rig costs you nothing — no GPU, no credits.
Foot contacts locked
Contacts are detected on the source motion and held through the whole stance phase. The single most visible failure mode, solved before it reaches your rig.
Proportion scaling
Limb ratios are re-solved for R15 geometry rather than angle-copied, so poses read the same on a blocky avatar as they did on a human skeleton.
Joint limits clamped
Elbows and knees stay inside anatomically plausible ranges. No inverted joints, no snapping through the torso on fast frames.
Seeded and re-runnable
Same prompt, same seed, same output. Every generation stores its params so you can re-run it, nudge one value, and compare.
Pipeline
What happens after you hit generate
No request is ever left holding a connection open. Every stage is visible while it runs.
Job queued
Your generation becomes a durable job with an idempotency key. A retry can never bill you for a second GPU run.
GPU spins up
Weights are baked into the image, so a cold start is a container pull — not a model download. You see 'starting', not a spinner.
Retarget to R15
Contacts detected, proportions re-solved, joints clamped, baked to a KeyframeSequence at 30 or 60 fps.
Delivered
Straight onto your rig from the plugin, or downloaded as .rbxm or FBX. Failures refund automatically — you are never charged for a bad run.
Library
Generations are assets, not receipts
Everything you generate stays. Re-run it with a tweaked prompt, retarget it to a different rig, or pull it into another place from the plugin — none of which costs another GPU second.
Casual walk cycle
2.0s · 30fps
Greatsword slam
3.0s · 60fps
Victory emote
3.0s · 30fps
Backflip
2.0s · 60fps
Questions