motion-graphics.co

Animation, made from your own artwork

Bring your graphic.
Direct the motion. Get the video.

Drop in a logo, an illustration, a still frame, or a rough sketch. Then say how it should move: which parts move, how they move, and which ones stay put. It comes back with a few animated looks to choose from. Pick one, and it renders the finished clip.

What you bring

Bring the artwork. Direct every move.

  1. The artwork

    Logo, illustration, frame, or sketch

    The thing you want animated: a finished logo or illustration, a still frame, a few storyboard panels, or a rough sketch. That's the starting point and the creative direction, so what you hand over matters. PNG, SVG, or a photo of a drawing all work.

  2. The motion direction

    What moves, how, and what stays put

    This is the part you actually direct, element by element. Say what each one does. The wordmark stays put. The icon spins in from the left and settles with a small bounce. The tagline fades up after it. The background drifts slowly to the left. Vague notes like "make it pop" or "snappy build" just leave the model guessing, and the guesses show up as drift you can't fix afterward. Spelling it out is what keeps the result clean.

  3. The format

    Aspect and length

    9:16, 16:9, or 1:1. Five seconds or ten. It's a couple of buttons, nothing to think about.

What you get

A few animated looks to choose from, then the finished clip in the one you pick.

A few looks for your graphic

Your artwork worked up several different ways, from clean and brand-safe to bold and experimental. They're real rendered previews, so you're comparing actual options rather than descriptions of them.

The clip, in your pick

Pick one and it renders the finished clip in that look. It's real animation, not a still photo with some wobble on it, and not a slideshow.

Something you can run again

Not quite right? Edit the motion notes, change the vibe, or regenerate one look or all of them. Your inputs stay where they are, so you adjust instead of starting over.

In the app

One page. Drop your graphic, direct the motion, hit go, pick a look, get your clip.

There's no wizard and no steps to click through. The form, the job, and the finished video are all on the same page.

  1. 01

    Drop the graphic, write the motion direction, hit go

    Add your artwork, your motion notes, the aspect ratio and length, and a vibe if you want one. Hit submit and the job shows up below, working its way toward the finished video.

  2. 02

    Pick a look

    A few thumbnails come back. Hover one to see what it is. Choose it with a click, or by pressing 1 to 5. It's the only thing you decide partway through.

  3. 03

    The clip plays right there

    The finished video shows up in the same card. Play it, download it, or change something and run it again.

  4. 04

    A stack of your jobs

    Newest on top. Come back later, look through everything you've made, and start a new run from any of it. It's a flat list, with no folders to keep tidy.

What you can make

Short-form motion graphics.

  • Animated logos & brand bumpers
  • Brand films & identity motion
  • Animated explainers & product walkthroughs
  • Kinetic typography & quote / lyric pieces
  • Social pieces for Reels, TikTok and web
  • Animated ads & promo cuts

What it isn't

Not the photoreal stuff. On purpose.

  • Not live-action video
  • Not photorealistic or "cinematic" renders
  • Not generic, stock-looking AI clips
  • Not a chatbot. Graphic in, video out.
  • One short clip at a time for now. Multi-shot films come later.
  • Not a blank box you type into. You bring the artwork.

Bring your graphic. Pick a look. Get the video.

A finished logo or a rough sketch, either one works. You call the moves and it handles the rendering.

Open the workspace