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GENERATION API CALLS
3D Model Generation

Cartwheel

This page is auto-generated from model configurations. Last updated: 2026-07-29.

This reference lists all available Cartwheel 3d generation models and their parameters. Use these parameter names when calling the Generation API.


Upload a character image or 3D model 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
characterModel file No - - - - A 3D character mesh to upload and auto-rig. Takes precedence over a reference image.
characterFile file No - - - - A reference image of the character you want to convert into a rigged 3D model. Cartwheel generates the mesh and prepares it with a skeleton so motion can be applied later.

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.”
characterModel file No - - - - Optionally upload a 3D character mesh (FBX, GLB, or OBJ) to auto-rig and animate. Takes precedence over a reference image.
characterFile file No - - - - Optionally upload a reference image of your character. Cartwheel generates and prepares it so the motion can be applied.
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, ma, mb 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.
ikFeet boolean No - - - - Use inverse kinematics for the feet. Applies only to Maya exports (FBX Maya, MA, MB).
ikHands boolean No - - - - Use inverse kinematics for the hands. Applies only to Maya exports (FBX Maya, MA, MB).
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).

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.
characterModel file No - - - - Optionally upload a 3D character mesh (FBX, GLB, or OBJ) to auto-rig and animate. Takes precedence over a reference image.
characterFile file No - - - - Optionally upload a reference image of your character. Cartwheel generates and prepares it so the captured motion can be applied.
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.
outputFormat string No glb - - glb, fbx-blender, fbx-maya, fbx-unreal, fbx-roblox, ma, mb 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.
ikFeet boolean No - - - - Use inverse kinematics for the feet. Applies only to Maya exports (FBX Maya, MA, MB).
ikHands boolean No - - - - Use inverse kinematics for the hands. Applies only to Maya exports (FBX Maya, MA, MB).
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.