Changelog

Changelog & Release Notes

MotionSmith AI Development Milestones

Track product releases, engine integrations, performance optimizations, and workflow features as MotionSmith evolves for Unreal Engine.

● Current Build: v1.0.0-RC (Release Candidate) · UE 5.8

v1.0.0 Release Candidate

Target Engine: Unreal Engine 5.8+ (Windows 64-bit)
Latest Release
August 2026

⭐ Major Capabilities & Highlights

  • Zero-Config Python & PyTorch Runtime: Bundled embedded, isolated CUDA 12.x environment requiring zero manual Conda setup or system path pollution.
  • Meta Llama 3 8B Integration: Added gated Hugging Face weights binding in Editor Preferences with automated tokenizer and model integrity verification.
  • Diagnostics & Pre-Flight Engine: Integrated one-click health check verifying GPU Compute capability, VRAM headroom, and diffusion checkpoints.
  • Multi-Segment Timeline: Direct long performances beat-by-beat with automated second-order inertial tail momentum inheritance.
  • Native Unreal IK Retargeting: Pre-built IK Retargeter profiles for UE5 Manny/Quinn, MetaHumans, Character Creator 4, and Mixamo rigs.
  • Root Motion Extraction: Toggleable World-Space Root Motion and In-Place asset baking directly into UAnimSequence assets.

🛠️ Authoring Tools & In-Engine Tweaks

  • Hybrid Mocap Ingestion: Import existing FBX or Unreal animation sequences as initial timeline seeds and extend with generative AI.
  • 3D Root Spline Editor: View and redirect ground movement trajectories using interactive Bezier splines in the authoring viewport.
  • Spatial Props Framework: Added StaticMesh prop placement to synthesize object-aware animations (chairs, barriers, ledges).
  • Pose Mirroring: Instant sagittal plane mirroring for left/right combat and stance variations.
  • IK Foot Ground Lock: Automated ground constraint solver to eliminate foot slipping and micro-drifts during directional turns.

v0.9.0-Beta · Studio Timeline & Retargeting

Internal Milestone Build
Beta
Early August 2026
  • Domain Recipes System: Introduced dedicated generative bias presets (Locomotion, Combat/Acrobatics, Idle/Gestures, Props).
  • Unreal Slate UI Overhaul: Built custom dockable Slate/UMG Studio panel integrating live 3D preview, timeline tracks, and parameter decks.
  • MetaHuman Compatibility: Resolved spine twist and wrist chain alignment issues for MetaHuman male and female base skeletons.
  • VRAM Optimization: Implemented memory-thrifty model offloading allowing 8 GB VRAM cards to generate without OOM during active UE viewport rendering.

v0.5.0-Alpha · Core Architecture & Kimodo Engine

Proof of Concept & Core Engine Binding
Alpha
July 2026
  • NVIDIA Kimodo Integration: Successfully bridged Kimodo diffusion inference directly with Unreal Engine C++ plugin core.
  • SOMA Skeleton Framework: Established standardized 3D kinematic structure for intermediate motion representation.
  • Text Semantic Parsing: Initial prototyping of natural-language prompt interpretation into skeletal vector constraints.
Roadmap

What's Coming in Future Updates

A preview of pipeline features planned for post-1.0 releases.

v1.1 Target

Control Rig In-Studio Layering

Directly bake procedural Control Rig additive layers on top of AI generated clips before asset export.

v1.1 Target

Multi-Character Synchronous Staging

Generate paired combat choreography (e.g., Attacker slash vs Defender parry) within a single spatial viewport.

v1.2 Target

Sequencer Live Binding

Drag generated segments directly into active Level Sequences with real-time camera tracking context.

Explore MotionSmith

Get Ready for the Public Release

Check our feature list, read setup documentation, or view real-world prompt choreography examples.

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