HY-Motion-1.0 · text and video to R15

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

This browser could not start WebGL, so the 3D preview is unavailable. The animation itself is unaffected — download the .rbxm or apply it from the Studio plugin.
Walk cycle·30 fps·32 frames
0.00s · f0drag to orbit · scroll to zoom
L
R

casual walk cycle, relaxed shoulders, loopable

46 chars · 3.0s · 30 credits

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.

10 credits per second of animation

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.

mp4 or mov · up to 100 MB

Studio plugin

Generate without leaving Studio, then drop the KeyframeSequence straight onto the selected rig. Your whole web library is in the plugin too.

Pairs with a six-character code

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.

01

Job queued

Your generation becomes a durable job with an idempotency key. A retry can never bill you for a second GPU run.

02

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.

03

Retarget to R15

Contacts detected, proportions re-solved, joints clamped, baked to a KeyframeSequence at 30 or 60 fps.

04

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.

Versioned history
Free re-retargets
Credits never expire

Casual walk cycle

2.0s · 30fps

Greatsword slam

3.0s · 60fps

Victory emote

3.0s · 30fps

Backflip

2.0s · 60fps

Questions

The things people ask before paying

Can I use the animations commercially?+
Yes. You own the output and can ship it in monetised experiences. The exact grant, including the model licence it inherits, is written out in rights to output.
Does it work on non-humanoid rigs?+
Not yet. Phase 1 is humanoid R15 only. Quadrupeds, tails, wings and arbitrary Motor6D rigs are handled by a separate procedural solver that is in development — a different engine, not a tuning pass on this one.
What happens if a generation fails?+
Credits are refunded automatically, on the same ledger row that charged them, and you get a real error rather than a generic failure. Timeouts count as failures.
Do you upload my meshes or place files?+
Never. The plugin sends skeleton structure only — part names, joint offsets and rig hierarchy. No meshes, no textures, no place data leaves Studio.
How long can an animation be?+
Up to ten seconds per generation. Longer sequences are better built by generating clips and stitching them, which also keeps each re-run cheap.
What happens to videos I upload?+
They go straight to object storage over a presigned URL, are read once by the inference job, and are deleted on a fixed retention schedule stated in the privacy policy.

Sixty free credits is six seconds of animation.

Enough to judge the retarget quality on your own rig, which is the only test that matters. No card required.