3D Animation Generator with FBX Export

A browser 3D animation generator that turns a written action into FBX or JSON human motion data you can import, retarget, and time inside your own scene.

3D animation workflow preview
Animation data

3d animation generator

Many tools promise a finished 3D animation. A team rebuilding a scene usually needs something duller and more useful: editable skeletal data that survives an import and can be timed against shots that already exist.

Hunyuan Motion from one sentence, then preview the clip

A 3D animator who needs a human motion clip types one sentence in the browser and previews the motion when the job finishes. Sign in before the job can start. The Generate click checks credits: Fast uses 60 and Standard uses 80. If the balance is short, the credit purchase opens then. A daily claim adds 50 credits; from a zero balance, two claims cover one motion.

From one sentence

A text prompt in the browser

Preview the clip

Watch the motion when it finishes

60 / 80 credits

Fast / Standard, checked at generate

50-credit daily claim

Two claims cover one motion from zero

Written action to downloadable skeletal animation data

FBX for DCC and engine import, JSON for custom tools

Fast and Standard HY-Motion 1.0 model passes

Browser preview before you commit to a download

What a generated 3D animation actually contains

The output is skeletal motion: joint rotations and translations over time, written into a portable file. It contains no geometry, no texture, no lighting, no camera, and no rendered frames, which is why it imports cleanly into a scene you already art-directed. This is the difference between animation data and a video. One is a resource your pipeline can retime, blend, and reuse; the other is a finished image you can only watch.

FBX, JSON, and the optional BVH step

Choose FBX when the next stop is a DCC application or a game engine, because most importers accept it and most retargeting tools expect it. Choose JSON when a technical artist wants to read channels, frame counts, or rotation values directly, or when a custom exporter needs structured input. Some accounts also see a newer beta conversion step that produces BVH, which suits older motion tools. None of these files is a certified production asset; all of them are drafts that need a review pass.

Tuning duration, guidance, and seed

A single clip can run from half a second to twelve seconds, so plan sequences as several overlapping drafts rather than one enormous take. Guidance decides how literally the movement follows the description, and the seed fixes a run so a colleague can reproduce it. When you compare two prompts, change one variable at a time and hold duration, mode, and seed steady. That discipline is what turns a folder of experiments into a decision, because a result you cannot reproduce is only a lucky preview.

Prompt structure that animates

Describe one humanoid, one chain of events, a direction, a tempo, and a final pose. Walk, stop, turn left, and settle is a complete request; make the character do something interesting is not. Keep it under about sixty words and leave out camera language, weather, emotion arcs, and second performers, because the model cannot stage them and will spend the clip guessing. If the first draft drifts, tighten the beat list rather than adding more adjectives. Short, physical sentences give the clearest timing to inspect.

Fitting a clip into an existing scene

Check frame rate, unit scale, and forward axis before the first real import, and confirm whether travel belongs on the clip or on a controller. Long clips are harder to blend than short ones, so split a sequence at natural pauses and cut on poses that resemble each other. Watch contact: a foot that slides or a hip that drifts will read louder than any rotation error. Finally, review the motion at the distance the audience will see it. Detail that impresses in a viewport often disappears in a wide shot.

The parts a person still owns

Physics, contact with moving scenery, loop closure, comedy, and performance remain human work, and a draft cannot answer them by itself. Treat every download as a proposal and record what you kept, what you repaired, and how long the repair took. That log is the only honest way to know whether the tool saves studio time on your kind of shot, because a cheap draft that needs three hours of cleanup is not cheap. Measure, then decide whether a wider run is worth the credits.

Workflow

  1. 1Choose the action, the destination tool, and the frame rate you will time against.
  2. 2Generate a short draft between half a second and twelve seconds in Fast mode.
  3. 3Watch the preview and judge the beats, direction, and balance.
  4. 4Download FBX or JSON and rebuild the clip inside your own scene.

Questions

Does this render a finished 3D animation video?

No. It produces skeletal motion data such as FBX or JSON, so you still need your own scene, character, lighting, and render to turn a draft into images.

How long can a single generated clip be?

Between half a second and twelve seconds per generation. Longer sequences are built from several drafts that you blend or chain inside your animation software.

Which programs can import the result?

FBX importers in Blender, Maya, Unity, Unreal Engine, and comparable tools accept it, though retargeting to your own skeleton is usually required first.

Can I reproduce a result later?

Yes, if you save the prompt, model mode, duration, guidance value, and seed. Reusing that seed with the same prompt should recreate the same run.

Related motion workflows