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We turn recorded dialogue into editable lip-sync animation for 3D characters.
Our D.I.N.O. pipeline generates native Unreal Engine Animation Sequences, giving animators a repeatable starting point they can refine instead of building every line from scratch.
No proprietary playback system. No new runtime dependency. Just animation your team can work with.
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No. Our dialogue-animation pipeline is deterministic, using phoneme timing, audio analysis, and animation rules to generate keyframes.
The same inputs, rig configuration, and processing settings produce repeatable animation results rather than unpredictable variations.
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Studio Nuggies is built to make dialogue animation easier to integrate into an existing production pipeline, with minimal disruption to your team's tools and workflow.
Our deterministic system generates consistent, editable animation that your team can inspect, refine, and polish. We also support more than MetaHumans: our custom onboarding process accommodates compatible humanoid, stylized, and creature rigs.
MetaHuman Animator and other tools also produce editable animation. What distinguishes Studio Nuggies is our focus on repeatable dialogue processing, flexible rig support, and delivering animation that fits into the way your team already works.
We recommend evaluating the results using representative dialogue and characters from your production.
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Not even close.
We automate the repetitive groundwork of dialogue animation so animators can focus on expression, acting, timing, and polish.
Think of it as getting the prep work done before the real cooking starts.
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Currently, our focus is dialogue-driven mouth animation, including speech timing, mouth shapes, transitions, and emphasis.
Full facial acting—including nuanced emotion, eye performance, and broader expressive movement—remains the animator's responsibility.
We're exploring additional expressive capabilities for future development.
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Our current validated production workflow supports Unreal Engine 5.5.
We're continuing to evaluate additional engine versions and production workflows. Compatibility outside our validated environment should be confirmed before submitting a project.
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You don't need a MetaHuman.
Our standard self-service workflow is designed for MetaHumans using the unmodified default MetaHuman Face Control Rig.
We also support compatible custom characters, stylized characters, humanoids, and creatures through a tailored onboarding process.
Custom rigs require a facial pose library that allows our system to translate dialogue into the appropriate mouth shapes for your character.
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For supported MetaHumans, no modifications are required. Your character must use the unmodified default MetaHuman Face Control Rig.
For custom rigs, we require a compatible 15-viseme pose library representing the mouth shapes used by our animation system. Depending on your rig, this may involve creating the required poses.
We'll review your existing setup and help identify what's needed.
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No. Onboarding is performed once per compatible skeleton and facial control configuration.
Once a skeleton is onboarded, the same setup can be reused across different characters sharing that skeleton and compatible facial controls.
That means you don't need to repeat onboarding simply because you're animating another character that uses the same setup.
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No. Once your skeleton is configured, you can process as much dialogue as your production needs.
There's no technical line-count limit imposed by the initial rig setup. Pricing, batch sizes, and delivery schedules depend on your service arrangement.
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That's what we're building it for.
D.I.N.O. is designed to fit into different stages of production with minimal disruption, whether you're establishing initial animation, iterating on recorded performances, or preparing animation for final polish.
Our output uses native Unreal Engine Animation Sequences, so your team can review, modify, and integrate the results using familiar tools.
There's no proprietary playback system or Studio Nuggies runtime dependency to add to your finished game.
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Potentially, yes.
Because our output uses editable animation curves, it can be incorporated into workflows that also use facial capture.
How the animation is layered, blended, or selectively applied depends on your rig and existing performance setup. We recommend a small technical test before committing to production.
Studio Nuggies isn't intended to replace high-quality facial motion capture.
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For your first production submission, you'll need:
A compatible character with a functioning facial rig.
An empty Unreal project containing your rigged character and its required dependencies.
Recorded dialogue in 16 kHz WAV format, without sound effects or background audio.
For standard MetaHuman submissions, your character must use the unmodified default MetaHuman Face Control Rig.
Custom rigs may require additional pose-library setup before processing.
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We need a functioning copy of your character's facial rig to generate animation that works with its actual controls.
Migrating your character into an otherwise empty Unreal project allows us to work with the necessary assets and dependencies without requiring your complete game project.
This minimizes unnecessary asset sharing while preserving the configuration needed to generate compatible animation.
We'll provide instructions for preparing and verifying your migrated project.
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For standard MetaHumans using the unmodified default Face Control Rig, we've already established the required pose mapping.
For custom rigs, we need a 15-viseme pose library describing how your character forms the mouth shapes used by our system.
We'll review your existing rig and work with you to establish the necessary poses.
Once configured, the pose library can be reused across characters sharing the same compatible skeleton and facial controls.
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No. Skeleton onboarding is a one-time process.
Once your skeleton and facial control configuration have been validated, you can submit additional dialogue without repeating onboarding.
The same setup can also be reused across other characters sharing that compatible skeleton and facial control configuration.
If the underlying skeleton or required facial controls change, additional compatibility review may be necessary.
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Our D.I.N.O. pipeline analyzes the recording, identifies speech sounds and their timing, and applies animation rules to generate facial curves and keyframes.
Those results are brought into Unreal as native Animation Sequences, checked, and prepared for delivery.
Your team receives editable animation ready for review and creative polish.
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Yes. That's the whole point.
The generated curves and keyframes remain editable in Unreal Engine.
You can adjust timing, refine mouth shapes, change curve values, and incorporate additional performance work. You're never locked into the original animation pass.
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You can submit revised dialogue and generate a new animation pass using your already-onboarded skeleton.
There's no need to repeat the initial rig setup.
For pilot orders, creative revisions and changed dialogue are not included in the original scope. For other production engagements, revisions and changes are handled according to your service agreement, including any agreed revision allowance or additional fees.
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Pricing starts at $15 per approximately 15 seconds of recorded dialogue.
You can submit your full dialogue recording, and we'll calculate the number of billable lines based on its total duration.
Longer passages are divided into approximately 15-second segments, while shorter sentences—even single words—are combined toward the same allowance.
You're paying for the amount of recorded dialogue, not the number of sentences.
Custom rigs may require a one-time onboarding charge. For larger productions, recurring dialogue batches, or specialized workflows, we can discuss volume discounts or subscription pricing.
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No. Rig setup is performed once per compatible skeleton and facial control configuration.
Once completed, that setup can be reused for unlimited dialogue lines and different characters sharing the same compatible configuration.
A different skeleton or substantially changed facial control setup may require additional onboarding.
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Yes. You can submit a short dialogue sample of approximately 10 seconds through our sample request page.
We'll process it using one of our demonstration characters and return a video so you can evaluate the results.
You can also explore our downloadable Unreal sample project to inspect editable animation curves and keyframes.
If you'd like to test your own character, we can discuss a paid pilot or custom evaluation.
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Our animation pipeline is designed to generate dialogue-animation passes in minutes, but processing time and delivery time aren't the same thing.
For standard self-service orders, our delivery target is 24–48 hours after compatibility confirmation.
Initial onboarding and compatibility validation take place before that delivery window begins.
For custom rigs, larger productions, or specialized work, turnaround times are negotiated and documented in the service agreement.
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Studio Nuggies is designed to support dialogue-heavy productions and repeatable batch processing.
For larger volumes, we recommend starting with a representative batch to confirm compatibility, animation quality, and workflow expectations before scaling up.
We'll work with you to establish appropriate pricing, scheduling, and delivery arrangements.
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You'll receive a minimal Unreal project containing the assets needed for your animation, including the generated editable Animation Sequences.
Your team can inspect the curves and keyframes, refine the performance, and migrate the completed animation into your original Unreal project.
No Studio Nuggies runtime dependency is required in your shipped game.
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Our deliverables are evaluated against the objective acceptance criteria established in your service agreement.
If an animation materially fails to meet those requirements, notify us during the applicable review period. We'll review the issue and correct qualifying technical problems at no additional charge.
Creative preferences, alternate performances, changed recordings, and requests outside the agreed scope are treated separately from technical defects.
Pilot orders do not include creative revisions. Other engagements may include revisions as specified in the Statement of Work.
If a qualifying technical issue cannot reasonably be corrected, the remedies—including any applicable refund for affected work—are governed by your agreement.
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For custom production engagements, our standard agreement provides a 10-business-day review period, unless your Statement of Work specifies otherwise.
During that period, you can accept the deliverables or report material technical issues in writing.
Deliverables are considered accepted when approved in writing or when the review period expires without a valid rejection.
Pilot and self-service orders may have different review terms, which will be identified before you place an order.
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You retain ownership of your original characters, rigs, dialogue, audio, and other materials you provide.
You also own the generated animation created specifically from your assets, subject to the terms of your agreement. For paid production work, ownership transfers upon full payment. For pilots and no-charge evaluations, the applicable agreement will expressly state the ownership and permitted uses.
You can use, edit, reproduce, incorporate, and commercially distribute animation you own as part of your productions.
Studio Nuggies retains ownership of its underlying technology, software, algorithms, tools, methods, configurations, improvements, and general technical know-how—including technology improvements developed while providing services.
Your ownership of the animation does not transfer ownership of Studio Nuggies technology.
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Your materials are treated as confidential and used only as necessary to provide the agreed services.
We use secure transfer and storage arrangements, limit access to authorized personnel and service providers subject to confidentiality obligations, and maintain procedures intended to prevent unauthorized sharing between client projects.
We don't publicly display your assets, identify you as a customer, or use your work in promotional materials without the permissions required by your agreement.
Project-specific security, confidentiality, or transfer requirements can be addressed before onboarding.
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No. Period.
We don't use your characters, rigs, dialogue, audio, project files, or generated animation to train, retrain, or fine-tune AI models.
Your assets are provided to create your animation, not to become training material.
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Our standard retention period is 30 days after delivery, unless a different period is agreed upon.
Client materials and generated deliverables are deleted from active systems according to the applicable retention terms.
Please download and securely store your completed animations before the retention period ends.
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No custom Studio Nuggies runtime dependency is required.
The delivered animation uses native Unreal Engine assets, so your shipped game doesn't depend on a Studio Nuggies playback system.
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Let's talk!
Custom creatures, unusual facial rigs, localization workflows, modified MetaHuman controls, and specialized animation pipelines may require additional setup or technical evaluation.
We'll review your requirements and determine whether Studio Nuggies is a practical fit before moving forward.
Didn't find what you were looking for?
Every production pipeline has its own quirks. Tell us what you're working with, and we'll help figure out whether Studio Nuggies belongs in the mix.
Contact us: info@studionuggies.com