SWRFLOW / KLING 3.0
Kling Motion Control
Give your character a move to make.
Pair a character image with a reference video. Keep the look of your image and follow the movement of your clip.
Start with one character, a continuous shot and matching framing. Complex actions can distort or produce a shorter result.
WATCH THE MOVEMENT TRANSFER
One performance. A different character.
In each comparison: motion reference at top left, character image at bottom left, generated performance on the right. Demonstrations are compressed and muted; results vary with your inputs.
TWO REFERENCES. TWO DIFFERENT JOBS.
An image for the look. A clip for the move.
Kling Motion Control applies a reference performance to the character in your image. Use it for original characters, virtual presenters and short performances. It generates a video, not a 3D rig, and does not require a depth-map conversion.
Create a character image firstBefore you press generate
How long can my reference be?
Match video supports 3–30 seconds. Match image supports 3–10 seconds. Trim your clip to the performance you want before uploading. The output can be shorter if some motion cannot be interpreted.
How many credits does a run use?
720p uses 7 credits per second; 1080p uses 9. The reference duration is rounded up to whole seconds. Keeping the original audio has no extra charge. Review the total before each run; failed tasks use the standard task settlement rules.
What makes a useful reference?
Use one clearly visible humanoid character and a steady clip without cuts. Match full-body motion to a full-body image, or half-body motion to a half-body image. Leave room for the limbs and use references you have permission to use.
How is this different from regular Kling image-to-video?
Regular image-to-video mainly describes the motion in text. Motion Control requires both a character image and a motion video, using the reference performance to guide the movement. Complex actions and character consistency still need review.