Cartwheel
This page is auto-generated from model configurations. Last updated: 2026-07-01.
This reference lists all available Cartwheel 3d generation models and their parameters. Use these parameter names when calling the Generation API.
Cartwheel Character Rigging
Section titled “Cartwheel Character Rigging”Upload a character image to auto-rig it for motion generation.
Model ID: model_cartwheel-character-rigging
Capabilities: 3d23d
LLM Markdown: https://app.scenario.com/api/models/model_cartwheel-character-rigging/markdown
| Parameter | Type | Required | Default | Min | Max | Allowed Values | Description |
|---|---|---|---|---|---|---|---|
characterFile | file | Yes | - | - | - | - | The character you want to convert into a rigged 3D model. It’s automatically prepared with a skeleton so motion can be applied to it later. |
Cartwheel Text to Motion
Section titled “Cartwheel Text to Motion”Generate a 3D character motion from a text prompt or an image with Cartwheel. Outputs GLB, FBX, or Blender-compatible motion files.
Model ID: model_cartwheel-text-to-motion
Capabilities: txt23d, 3d23d
LLM Markdown: https://app.scenario.com/api/models/model_cartwheel-text-to-motion/markdown
| Parameter | Type | Required | Default | Min | Max | Allowed Values | Description |
|---|---|---|---|---|---|---|---|
prompt | string | Yes | - | - | - | - | Describe the movement you want the character to perform — for example, “walks forward, then jumps and waves.” |
characterFile | file | No | - | - | - | - | Optionally upload your own character. It’s automatically prepared so the generated motion can be applied to it. |
duration | number | No | 5 | 3 | 8 | - | How long the animation lasts, in seconds. |
cfgScale | number | No | 7.5 | 1 | 9 | - | How closely the result follows your prompt. Higher values stick to your description more strictly; lower values give the model more creative freedom. |
outputFormat | string | No | glb | - | - | glb, fbx-blender, fbx-maya, fbx-unreal, fbx-roblox | The file type you get back. Choose the one that matches your software — for example, GLB for general 3D use, or an FBX option for Blender, Maya, Unreal, or Roblox. |
frameRate | number | No | 24 | - | - | 2, 12, 23.976, 24, 25, 29.97, 30, 48, 50, 59.94, 60, 90, 100, 120, 144, 240 | How many frames play per second. Higher values look smoother; 24 is standard for film, 30 or 60 for games. |
forward | string | No | Z | - | - | Z, Y, X, -Z, -Y, -X | Which direction the character is set to face. Match this to your 3D software’s setup if the motion comes in turned the wrong way. |
up | string | No | Y | - | - | Z, Y, X, -Z, -Y, -X | Which direction counts as “up” for the character. Match this to your 3D software if the motion comes in oriented incorrectly. |
frameStepSize | number | No | 1 | 1 | - | - | Controls how often a frame is recorded. Higher values produce fewer frames and a lighter file, with slightly less smooth motion. |
moveInPlace | boolean | No | false | - | - | - | Keeps the character animating on the spot instead of traveling across the scene — useful for game engines where movement is handled separately. |
faceExpression | string | No | Default | - | - | Default, Neutral, Angry, Annoyed, Bored, Confusion, DelightedGrin, Delighted, Excited, Goof, HappyLookLeft, HappyLookRight, Love, Nervous, Pain, Pleased, Puzzled, Rage, RollLookLeft, RollLookRight, Sad, SadEyesClosed, SadLookLeft, SadLookRight, Squeeze, Stretch, Stunned, Surprise, Suspicious, ThinkingLookLeft, ThinkingLookRight, Wink | An optional facial expression to apply throughout the animation, such as Happy, Angry, or Surprised. |
handPose | string | No | default | - | - | default, claw, curled, fist, fist_clenched, fist_relaxed, gripping, love_you, open_loose, open_tight, peace, pointing, pointing_cool, relaxed, rock, splay, thumbs_up | The hand pose to apply on the character. |
keyframeCleaning | string | No | none | - | - | none, reduce, simplify | Tidies up the animation data. Reduce and Simplify trim extra detail to make the file lighter and easier to edit by hand. |
loop | boolean | No | false | - | - | - | Makes the animation repeat seamlessly, so the end flows back into the start without a visible jump. |
skinHex | string | No | - | - | - | - | An optional color for the character’s skin, given as a hex code (for example, #BF916D). |
Cartwheel Video to Motion
Section titled “Cartwheel Video to Motion”Extract 3D character motion from a reference video with Cartwheel and retarget it to a character. Outputs GLB, FBX, or Blender-compatible motion files.
Model ID: model_cartwheel-video-to-motion
Capabilities: video23d
LLM Markdown: https://app.scenario.com/api/models/model_cartwheel-video-to-motion/markdown
| Parameter | Type | Required | Default | Min | Max | Allowed Values | Description |
|---|---|---|---|---|---|---|---|
video | file | Yes | - | - | - | - | The video to copy movement from. The motion of the people in it is captured and applied to your character. Supports MP4, MOV, AVI, MKV, and WEBM. |
characterFile | file | No | - | - | - | - | Optionally upload your own character. It’s automatically prepared so the captured motion can be applied to it. |
numPeople | number | No | 1 | 1 | 4 | - | The maximum number of people to track and capture from the video, up to four. |
facialCapture | boolean | No | false | - | - | - | Also captures facial movement and expressions from the video, not just body motion. Available only with the Comic 4 pipeline. |
comicModel | string | No | comic4 | - | - | comic4, comic3 | The version of Cartwheel’s motion-capture engine to use. Comic 4 is the newest and supports facial capture. |
frameRate | number | No | 24 | - | - | 2, 12, 23.976, 24, 25, 29.97, 30, 48, 50, 59.94, 60, 90, 100, 120, 144, 240 | How many frames play per second. Higher values look smoother; 24 is standard for film, 30 or 60 for games. |
forward | string | No | Z | - | - | Z, Y, X, -Z, -Y, -X | Which direction the character is set to face. Match this to your 3D software’s setup if the motion comes in turned the wrong way. |
up | string | No | Y | - | - | Z, Y, X, -Z, -Y, -X | Which direction counts as “up” for the character. Match this to your 3D software if the motion comes in oriented incorrectly. |
frameStepSize | number | No | 1 | 1 | - | - | Controls how often a frame is recorded. Higher values produce fewer frames and a lighter file, with slightly less smooth motion. |
moveInPlace | boolean | No | false | - | - | - | Keeps the character animating on the spot instead of traveling across the scene — useful for game engines where movement is handled separately. |
faceExpression | string | No | Default | - | - | Default, Neutral, Angry, Annoyed, Bored, Confusion, DelightedGrin, Delighted, Excited, Goof, HappyLookLeft, HappyLookRight, Love, Nervous, Pain, Pleased, Puzzled, Rage, RollLookLeft, RollLookRight, Sad, SadEyesClosed, SadLookLeft, SadLookRight, Squeeze, Stretch, Stunned, Surprise, Suspicious, ThinkingLookLeft, ThinkingLookRight, Wink | An optional facial expression to apply throughout the animation, such as Happy, Angry, or Surprised. |
keyframeCleaning | string | No | none | - | - | none, reduce, simplify | Tidies up the animation data. Reduce and Simplify trim extra detail to make the file lighter and easier to edit by hand. |
skinHex | string | No | - | - | - | - | An optional color for the character’s skin, given as a hex code (for example, #BF916D). |
loop | boolean | No | false | - | - | - | Makes the animation repeat seamlessly, so the end flows back into the start without a visible jump. |