--- title: Cartwheel | Scenario Docs --- > 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](/api/postgeneratecustom/index.md). - [Cartwheel Character Rigging](#cartwheel-character-rigging) - [Cartwheel Text to Motion](#cartwheel-text-to-motion) - [Cartwheel Video to Motion](#cartwheel-video-to-motion) --- ## Cartwheel Character Rigging Upload a character image to auto-rig it for motion generation. **Model ID:** `model_cartwheel-character-rigging` **Capabilities:** `3d23d` **LLM 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 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:** | 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 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:** | 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. |