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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.

Examples and guide
01

JPEG, PNG, WebP · up to 10 MB

02

MP4, MOV · 3–30 seconds · up to 100 MB

Add scene details (optional)
7 credits / secondAdd a video to see the total

Preview and prepare before signing in. Generation uses credits; your files are uploaded and sent to the model provider when you generate.

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03 / A NEW PERFORMANCEKling 3.0
A real gesture. An illustrated character.Motion transfer comparison

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.

Explore the examples
A real gesture. An illustrated character.Compare the heart gesture, raised hand and head movement with the reference inset.
A turn, a new outfit and a new setting.Watch the turn timing, foot contact and bag as the character moves through the scene.
Small gestures carry the performance.Compare the shoulder touch, head tilt and hand-to-hair movement across two characters.

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 first

Before 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.