FAQ
Who Is StudioTwin for?
StudioTwin is designed for professionals involved in 3D content creation and virtual production workflows. This includes filmmakers, game developers, technical artists, and virtual production enthusiasts using Unreal Engine 5 or Blender. StudioTwin offers AI-assisted tools that streamline time-consuming tasks and allow for quick prototyping.
What is MCP, and how does StudioTwin use it?
The Model Context Protocol (MCP) is an open standard that lets AI agents connect to tools and data. StudioTwin exposes its cloud generation toolkits through connector-specific MCP surfaces. The live tool definitions in your connected client are the source of truth for available operations, inputs, costs, and limits. See StudioTwin MCP and AI agents.
How can I use StudioTwin?
Create an account at app.studiotwin.ai, generate an API key, and choose Web, Blender, or Unreal Engine. Follow the ordered route for that connector in Get Started; each route links to its detailed setup and runtime guide.
Which hosts does StudioTwin support?
Choose Web for editor-free cloud generation, Unreal Engine for generation and import inside the editor, or Blender for cloud generation followed by supported local imports. StudioTwin Web MCP can operate standalone. Blender depends on Web MCP and adds the official Blender MCP plus the StudioTwin Blender addon. See the MCP setup routes.
Where do I create and configure an API key?
Create the key in the StudioTwin Dashboard. Its secret is shown only once, so store it in a secret manager and never paste it into chat, logs, source control, or Blender. Unreal users configure it in the StudioTwin plugin. In Blender workflows, StudioTwin credentials belong to Web MCP, not either Blender addon. See API Keys and the canonical Web MCP setup.
What are cloud credits and how do they work?
Cloud credits are used to access and run AI-powered generation workflows within StudioTwin. Each tool consumes a different number of credits based on the computational power its operation requires.
For the current per-tool costs — including the cost formulas used by the Material and Audio toolkits — see How Credits Work. That page is the source of truth for pricing.
What happens if I run out of credits?
You can purchase additional credits at any time from the Buy Credits page in your StudioTwin Dashboard. Top-up credits are added immediately and never expire.
See How Credits Work for the difference between subscription and top-up credits.
Unreal Engine
What do I need for native Unreal MCP?
Native Unreal MCP requires Unreal Engine 5.8 or newer and the StudioTwin plugin 3.0.0 or newer. Install the StudioTwin plugin build compiled for the exact Unreal Engine version used by your project, then enable StudioTwin and Unreal MCP. StudioTwin builds for UE 5.6 and 5.7 support editor workflows, but not the native Unreal MCP route. See UE MCP and plugin installation.
Do I need Special UE Content to use StudioTwin Toolkits?
No, you can leverage the power of StudioTwin Toolkits out of the box, even on an empty Unreal Engine project. We ship any necessary assets (e.g. skeletal mesh for human motion generation) inside the plugin.
What are the prerequisites in order to generate HDR maps with Environment Toolkit?
None! If you intend to use the image-to-environment feature, the only thing you need is to import the images that you want to use as reference into UE.
Are there any known limitations on the generated maps by Environment Toolkit?
Environment maps are generated at 1600x800 pixels. If you need higher resolution, use the Environment Map Upscaler tool, which upscales environment maps up to 16K and accepts both SDR and HDR inputs.
What are the prerequisites in order to generate animations with Motion Toolkit?
None! To generate animations, simply input a descriptive sentence of the action and AI will handle the rest. If you have a MetaHuman in your project, you can apply the generated animation to that, instead of our stock skeletal mesh. We ship the IK Retargeter for that purpose in our UE plugin.
What are the prerequisites in order to edit an animation with Motion Toolkit?
You need to have a skeletal animation in your UE project and an appropriate IK Retargeter from the skeleton used internally by Motion Toolkit to your own. If your character uses a MetaHuman skeleton, we ship a suitable IK Retargeter which you can use.
Are there any known limitations on the generated animations by Motion Toolkit?
In the Unreal Engine Motion Toolkit, generated animations currently run at 30 FPS. Text to Motion limits each single action to 360 frames (12 seconds), while multi-action generation can produce longer animations. Trajectory Control currently considers frames 0–300. For MCP workflows, use the limits in the selected live tool definition.
Can I edit any part of the animation that I want?
Yes, you are free to select any frame range within your animation and describe the action you'd like your character to perform during that part of the animation.
Can I use my own IK Retargeter?
Yes, you can select your own IK Retargeter from the menu of the Motion Toolkit plugin for both motion generation and motion edit operations.
Web MCP
What is the status of StudioTwin Web MCP?
StudioTwin Web MCP is released and available. It provides host-agnostic, editor-free access to StudioTwin cloud operations and can operate standalone or as the cloud layer of the Blender workflow. See the canonical StudioTwin Web MCP guide.
Can I use Web MCP without Unreal Engine or Blender?
Yes. Web MCP can operate standalone for cloud generation, uploads, cost estimates, job management, asset resolution, and downloads. A DCC application is needed only if you also want to import or manipulate the downloaded result in that host. See Use Web MCP.
How do I connect and verify Web MCP?
Create an account at app.studiotwin.ai, generate an API key, then follow the canonical Connect an MCP client guide. Verify the connection by initializing MCP and discovering the live StudioTwin tools; tool discovery does not require a paid generation.
StudioTwin Blender addon
Is the StudioTwin Blender addon released, and where do I get it?
Yes. Download it from the public StudioTwin Blender addon releases page, or browse its source repository.
Why does the Blender workflow require Web MCP?
Web MCP performs every StudioTwin cloud operation: uploads, cost estimates, generation, job management, asset resolution, and downloads. After the agent saves a supported output locally, the official Blender MCP reaches the open Blender process and calls a StudioTwin Blender addon importer. Web MCP can stand alone, but the Blender workflow cannot skip it. See the Blender workflow.
What is the difference between the official Blender MCP and the StudioTwin Blender addon?
The official Blender MCP gives the agent local control of the open Blender process. The StudioTwin Blender addon provides deterministic importers for supported StudioTwin files. The StudioTwin Blender addon is not an MCP server: it does not connect to StudioTwin cloud services, manage jobs, make network requests, or store an API key.
What do I need before using StudioTwin with Blender?
You need a StudioTwin account and API key, Blender 5.1 or newer, StudioTwin Web MCP, the official Blender MCP server and addon, and the StudioTwin Blender addon. Connect and verify Web MCP first, then follow Blender-specific MCP setup.
Which files can the StudioTwin Blender addon import?
The addon currently supports environment maps (.hdr, .png), models (.glb), PBR texture maps used to create materials, and common audio files added to the sequencer. Material creation does not assign the material, and model placement, saving, and rendering are separate actions. See the supported Blender imports for exact formats and behavior.
Can I generate or import motion in Blender?
Motion generation and download are available through Web MCP. StudioTwin Blender motion import is Coming soon.