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FAQ

General

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 who use Unreal Engine 5. StudioTwin offers plug-and-play AI tools that streamline time-consuming tasks and allow for quick prototyping.

How can I use StudioTwin?

StudioTwin is currently accessible via our UE (Epic's Unreal Engine) plugin. You need a unique API key in order to get access to our cloud platform. Create an account at app.studiotwin.ai and generate a key from the API Keys page — see Get Started.

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 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.

Is the Unreal Engine Plugin the only way I can use StudioTwin?

At the moment yes. However, our API isn't tied to any data format that is specific to Unreal Engine, as we use industry standards for representing the underlying content. However, we believe in the current workflow trend where content creation happens directly in the Unreal Engine Editor, but let us know about the software you'd like us to integrate with!

Environment Toolkit

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.

Motion Toolkit

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?

There are some limitations at the moment. The FPS value of the generated animations is always 30. There is an upper limit on the total duration for single-action generation and when using trajectory controls (196 frames). We're working hard on removing those soon! Check out our docs for more information.

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.