Features
AI Animation Authoring, Built Around Iteration
MotionSmith AI combines prompt-driven motion generation, editable multi-beat sequencing, mocap/animation import, in-engine motion editing, and native Unreal IK retargeting inside one unified workspace.
100% Local GPU Execution
Runs directly on your NVIDIA GPU with zero cloud subscriptions, credit meters, or external API latency. Your project assets never leave your machine.
Multi-Beat Timeline
Direct performances beat by beat. Chain successive prompt segments from the exact motion tail of approved clips with seamless inertial blending.
Native Unreal Engine Export
Retarget directly to UE5 Manny/Quinn, MetaHuman, or custom skeletons. Output native AnimationSequence assets with full Root Motion support.
Every Tool You Need to Direct 3D Performances
From single-action prompts to complex cinematic choreographies, MotionSmith provides end-to-end authoring tools without leaving Unreal Editor.
Prompt-to-Motion Synthesis
Describe kinematic actions in plain language. MotionSmith leverages Meta Llama 3 for deep spatial understanding and NVIDIA Kimodo diffusion models for fluid, lifelike motion.
Incremental Tail Chaining
Never discard good work. Add new segments that automatically inherit the momentum, foot placement, and body posture from the end of your approved motion.
Import Mocap & Continue
Bring in existing FBX, mocap data, or custom Unreal animations. Use them as the initial seed, adjust transforms, and let AI generate what happens next.
Multi-Prompt Timeline
Organize complex shots as modular prompt clips. Trim, extend, rearrange, or replace individual beats without recalculating the rest of the sequence.
Domain Motion Recipes
Select specialized generation recipes tailored for Locomotion, Idles/Gestures, Combat/Acrobatics, and Prop interactions with dedicated kinematic priors.
Interactable Props System
Place static or skeletal meshes (chairs, weapons, obstacles) into the preview viewport. Generate context-aware animations interacting directly with scene objects.
Pose Tweaking & Mirroring
Fine-tune joints, pin key poses, adjust ground trajectories, and instantly mirror full animation tracks across axes with dedicated in-engine authoring tools.
IK Retargeting & Root Motion
Transfer motion directly from the SOMA generation skeleton to MetaHumans, Manny, or custom rigs. Export true Root Motion or In-Place Animation Sequences.
AI Does Not Have to Start From Zero
Traditional AI tools force you into an all-or-nothing approach. MotionSmith bridges the gap between hand-crafted artistry, motion capture, and AI synthesis.
Import an existing animation clip, position it on the timeline, and use AI exclusively where you need to fill gaps, create transitions, or extend the performance.
Mix Authored & Generated Motion
Mocap Walk Cycle ➔ Adjust Root Transform ➔ AI Generate: "stop and draw sword" ➔ AI Generate: "take combat stance" ➔ Export to Sequencer.
Keep Your Entire Animation Pipeline Inside Unreal
Eliminate the tedious cycle of generating motions on external websites, downloading FBX files, fixing broken bone rotations, and re-importing into Unreal.
Everything happens directly inside Unreal Editor. When an animation is approved, it bakes instantly into your project's Content Browser ready for State Machines, Control Rig, and Sequencer.
Built for Production Handoff
- Zero external dependencies or web browser switching
- Direct IK Rig & IK Retargeter profile integration
- Full support for Root Motion extraction and ground alignment
- Seamless compatibility with Control Rig & Sequencer
Ready to Supercharge Your Character Animation?
Explore our step-by-step guides, technical docs, and visual prompt examples.
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