FAQ

Below you'll find answers to the most commonly asked questions about Virtual Productions Cloud (VPC)

General

Who Is Virtual Productions Cloud (VPC) for?

VPC 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. VPC offers plug-n-play AI tools that streamline time-consuming tasks and allow for quick prototyping.

How can I use VPC?

VPC 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. Sign up for Beta to get your key!

Do I need Special UE Content to use VPC Toolkits?

No, you can leverage the power of VPC 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 VPC. Each toolkit consumes a different number of Cloud Credits based on the computational power required for its operations.

Environment Toolkit: Each text-to-environment generation spends 10 credits. Each image-to-environment generation spends 50 credits.

Motion Toolkit: Each credit unit corresponds to a single animation frame, including input frames when editing motion. So for example, when generating 2 seconds of animation at 30fps, you spend 60 credits.

Each user gets 1500 credits, renewed weekly, during our Beta, while we're finalizing our credit and pricing system.

What happens if I run out of credits?

All credit balances are being topped up every week during the Beta phase, and you can go to your VPC Dashboard or contact us to request more credits.

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

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?

At the moment, there is a limitation on the resolution of the generated HDRs. which is limited to 1600x800 pixels. We are working to provide an upscaler soon! Make sure to check our docs for updated information.

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.

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