For Unreal Engine

Text to animation for Unreal Engine 5

Describe the motion, download an FBX that imports straight onto your character's skeleton. Because the animation is generated on your bones, there is no IK Rig retarget to set up and nothing to fix afterwards.

The workflow

Export your character's skeletal mesh from Unreal as FBX (Asset Actions → Export) and upload it. MetaHuman, Manny, Quinn and custom rigs are recognised by their bone names. Type what the character should do; you see the beats and the price before anything is generated.

About a minute later, download the FBX and import it with Skeleton set to your character's skeleton and Import Mesh off. The Animation Sequence appears next to it and plays on your character at once.

Root motion and loops

Travelling motions carry their movement on the root with the feet planted. Enable Root Motion on the sequence to drive the capsule from the animation, or leave it off and lock the root for in-place locomotion blends. Clips generated with the loop option start and end on the same pose and loop cleanly.

What it is good at

Locomotion with character (limping, sneaking, marching, staggering), sequences of actions, combat moves, dance, everyday actions and object handling, styled gaits - the things a stock library never has for your specific scene. Up to 30 seconds per clip.

It is a single humanoid character per clip; hands and faces are not animated in detail. For those, layer your own.

From an Unreal MCP or your pipeline

The same flow is available as a REST API and as an MCP server, so a build step or an agent inside your editor tooling can request animations. Next to an Unreal MCP server, one request can export the character, generate the motion and import the result.

See also: Unreal import guide · Mocapless vs Mixamo · API and MCP

Your character is one sentence away from moving.

Sign up and get 60 credits — enough to generate about a minute of animation on your own rig.

Create a free account