motionsmith-animate

Stylized animated character reaching forward beside a purple neon MotionSmith interface concept.
MotionSmith AnimateFor Blender 5.2 LTS

Animate
without limits.

Turn your ideas into character animation. Generate motion from text, bring it to your rig, and shape the performance inside Blender.

  • AI-Powered
    Motion
  • Character
    Animation
  • Text to
    Motion
  • Local
    Generation
From idea to animation

Describe it. Generate it.
Make it your own.

Start with a single action or compose a sequence of prompts. Keep your character and your animation tools in the same workspace.

MotionSmith Animate
  1. Write the performance

    Describe the motion and set its duration. Use prompt presets as a starting point, or combine several prompts into one take.

  2. Put it on your character

    Select a supported target rig to retarget the result. Starting with an unrigged humanoid? Quick Rig provides adjustable markers and skinning tools.

  3. Continue and refine

    Add another segment, try a variation, adjust the motion, and save it to your library. Work with the resulting Actions in Blender.

The creative toolkit

More than a single generation.

Build, direct and reuse motion with tools that take you from the first prompt to a sequence on your character.

Text-to-motion & chains

Generate a new motion from a prompt. Chain prompts, continue an existing take, or retry the last segment of a longer performance.

Prompt → performance

Quick Rig & retargeting

Rig an unrigged humanoid with adjustable markers, or animate an existing supported rig. Save bone mappings for your own character setups.

Your character, your rig

Paths & scene direction

Guide motion along a curve or a recorded WASD path. Plan routes around obstacles and adapt an existing motion to uneven terrain.

Give motion a direction

Foot lock & quick edits

Reduce sliding with contact-based foot lock. Change speed and facing, keep a take in place, smooth rotations, or reverse and repeat motion.

Refine the take

Motion & pose libraries

Save and organise your own clips and poses. Reapply motion to other characters, and use a library pose as a generation constraint.

Keep what works

Clip sequencing & NLA

Load and append library clips, align their root motion, and blend transitions. Push a sequence to Blender’s NLA for further arrangement.

Build the sequence
Character compatibility

Bring your character
into the workflow.

Use a supported rig, create one with Quick Rig, or define a chain mapping. Compatibility depends on the character’s skeleton and setup.

MotionSmith Animate character compatibility

Core rig workflows

  • Mixamo
  • Rigify
  • MotionSmith Quick Rig

Additional integrations

  • Auto-Rig Pro
  • Human Generator
  • Move AI

Mapping presets & custom setups

  • UE Mannequin
  • Character Creator
  • Ready Player Me
  • Daz Genesis
  • VRM / VRoid
  • Saved chain mappings

Preset availability does not guarantee every character variant. Daz and VRoid presets still need validation on real character rigs.

Kimodo generates body motion. Finger animation is not generated; the character’s existing finger pose is preserved.

Beyond the first take

Work with the motion you already have.

Combine generated motion with your own animation assets and a familiar editing workflow.

01 / Bring it in

External animation

Import your own FBX animation, map its source rig, and retarget it to a supported character.

02 / Build on it

Continue the character

Use the end pose of an existing character animation as the starting point for a generated continuation.

03 / Refine it

Cascadeur round trip

Send motion through the FBX workflow, edit it in Cascadeur, and bring the result back into Blender.

Before you start

A local workflow.
A few things to know.

Blender
5.2 LTS target
Platform
Windows x64 runtime
Generation
NVIDIA GPU / CUDA
Setup
MotionSmith Runtime + required model files
Output
Blender Actions and NLA workflows

Final hardware requirements and installation instructions will accompany the release.

Does generation run in the cloud?

Generation runs locally through the MotionSmith Runtime. The runtime and required model files must be installed before generating motion.

Is this the Unreal Engine plugin?

MotionSmith Animate is the Blender product. It uses the Kimodo generation backend shared with MotionSmith Pro, with its own Blender rigging, editing and library workflows.

Can I edit the generated animation?

Yes. Imported and retargeted motion is stored as Blender Actions. Use MotionSmith’s quick edits or continue working with Blender’s animation editors and NLA.

Does it include ready-made motion packs?

The Motion Library stores and reuses your own clips. A bundled starter clip pack has not been finalised.

When can I download it?

MotionSmith Animate is in development. The release date, pricing and download link have not been announced.

In development · Coming soon

Your next performance
starts with an idea.

MotionSmith Animate for Blender.
Text-to-motion, character tools and a reusable animation workflow.

Comments