MotionSmith AI 1.0 Technical Documentation
Complete guide on Llama 3 model setup, Pre-flight diagnostics, and IK Retargeting.
Synthesize 3D character motion from natural language, chain multi-beat performances on a dedicated timeline, extend existing mocap, and retarget directly to MetaHumans and Manny — with local GPU inference on supported NVIDIA hardware.
MotionSmith AI unifies AI motion diffusion, multi-segment performance assembly, mocap extension, and IK retargeting into one seamless Unreal Editor tab.
Turn natural language directions into physically grounded 3D skeletal movements on the NVIDIA Kimodo SOMA skeleton.
Direct long shots beat-by-beat. Chain consecutive clips with automatic smooth motion continuation.
Import an existing Unreal AnimationSequence into MotionSmith, place it in the timeline, adjust it with Transform if needed, then generate new motion continuing from the imported animation tail.
Redirect paths with 3D Root Splines, pin key poses, mirror tracks across sagittal planes, and lock feet to prevent floor sliding.
Pre-configured IK Retargeter profiles for MetaHuman, UE5 Manny/Quinn, Character Creator, and Mixamo targets.
Export true World-Space Root Motion or In-Place sequences directly to Content Browser for Sequencer and State Machines.
Direct, polish, and export production character animations entirely within Unreal Engine.
Enter kinematic prompts with specialized recipes (Locomotion, Combat, Idles) or import an existing mocap file.
›Chain successive beats on the timeline, adjust root paths with Bezier splines, and align with in-scene static props.
›AnimationSequence output ready for Sequencer, Montages, and Animation Blueprints.
MotionSmith AI is an embedded authoring layer inside Unreal Engine, not a detached browser toy. Keep character iteration right inside the level, lighting, and camera context of your project.
// Multi-Beat Sequence
segment 01 [3.0s] "crouch low and sneak forward 4 steps"
segment 02 [2.5s] "slide into cover behind obstacle" /* prop reference */
segment 03 [3.5s] "peek over right shoulder and aim rifle"
// Retargeting & Asset Output
source_rig IK_SOMA_Kimodo
target_rig IK_MetaHuman_MaleTall
output_asset AnimationSequence
Practical masterclasses and technical deep-dives to accelerate your studio pipelines.
Complete guide on Llama 3 model setup, Pre-flight diagnostics, and IK Retargeting.
How technical directors stage complex multi-beat combat and dialogue encounters.
Copy production-tested prompt chains across combat, stealth, and prop interaction.
No. AI inference runs locally on your NVIDIA GPU rather than through a metered cloud generation API.
No. The separate MotionSmith Runtime includes the required Python and PyTorch/CUDA environment, so no manual Python or Conda setup is required.
Yes. All baked UAnimSequence assets generated in your Unreal projects are usable in your projects subject to the applicable MotionSmith and third-party license terms for commercial games and film productions.
MotionSmith AI 1.0 is being prepared for publication on Epic Games Fab. Fab publication is currently pending.
Synthesize, assemble, tweak, and retarget 3D character motion without breaking your production pipeline.