motionsmith-pro-v2

MotionSmith V1 AI Animation Studio
Sequencer Native Animation Direction

MotionSmith Pro V2

Direct character motion inside Unreal Engine Sequencer with prompt-driven animation, route-aware Gameplay Motion, Control Rig integration, and segment-based continuation built for production shots.

Unreal Engine 5.8 Sequencer Native Manny / Quinn MetaHuman NVIDIA Kimodo
MotionSmith Pro V2 · Gameplay Motion
Track0s2s4s6s8s
Gameplay
Draw Spline Route → RUN · TURN · RUN
Kimodo
CUSTOM PROMPT FALLBACK
Control Rig
EASY PROCEDURAL POLISH
See it in action

Watch MotionSmith Pro V2.

Watch on YouTube ↗
Direction Prompt + Route Timeline Sequencer Segments Grounding Collision-Aware Fallback Kimodo Generation Polish Control Rig+Edit Your Animation
Gameplay Motion

Direct movement along the shot.

Draw or extend a route, describe the action, and let MotionSmith assemble locomotion and transition segments while keeping the character aligned to the authored path and traversable ground.

MotionSmith V1 AI Animation Studio MotionSmith V1 Free Animation Studio →
Route
↝

Spline-Driven Motion

Walk, run, sprint and turn segments conform to the edited route instead of forcing the shot around canned root motion.

Grounding
⌁

Ground-Aware Placement

Traversable surfaces are sampled through collision so grounded movement can follow ramps and changes in elevation.

Continuation
→

Append Without Rebuilding

Extend the route and add the next instruction while keeping previously committed motion segments intact.

Transitions
⇄

Segment Handoffs

Motion fitting preserves the evaluated exit of the previous segment to reduce hard snaps across generated chains.

Library
G

Gameplay Motion Library

Common locomotion and gameplay intents can resolve to prepared animation assets before AI generation is required.

Fallback
K

Kimodo When Needed

When an instruction is outside the prepared motion set, MotionSmith can route the segment through Kimodo generation.

Sequencer Native

The shot is the workspace.

V2 is built around Unreal Sequencer instead of a separate animation editor. Motion is authored as timeline segments, so cameras, lighting, props and character performance stay in the same production context.

Segment-Based Direction

Build the performance one beat at a time instead of regenerating an entire shot whenever the direction changes.

  • ◆Prompt per segment
  • ◆Append-only continuation workflow
  • ◆Existing sections remain editable in Sequencer
  • ◆Gameplay and generated motion can share one shot

Production Context

Because the result lives in Sequencer, animation decisions can be judged against the actual shot instead of an isolated preview.

  • ◆Camera-aware iteration
  • ◆Scene-scale route authoring
  • ◆Direct timing edits
  • ◆Native Unreal asset workflow
MotionSmith V1 AI Animation Studio
Control Rig

Generate first. Polish where it matters.

MotionSmith can prepare supported characters for Sequencer Control Rig so the generated result remains a starting point, not a locked final animation.

Prepare
CR

Sequencer Control Rig

Prepare supported characters so animation and Control Rig can coexist in the same Sequencer workflow.

Characters
MH

Manny / Quinn + MetaHuman

V2 is centered on UE5 mannequin workflows and MetaHumans created with the current Unreal Engine 5.8 pipeline.

Refine
✦

Shot-Specific Polish

Use Control Rig for pose corrections, hands, look direction and performance details after the broad motion is committed.

MotionSmith V1 AI Animation Studio
Workflow

Route. Direct. Commit. Refine.

A compact production loop designed for iterative shot work.

01 · Route

Author the path

Place and edit the route in the level, including extensions for the next motion beat.

02 · Direct

Describe the action

Enter a prompt such as walk, run, turn, jump or a more specific performance instruction.

03 · Commit

Build the segment

Resolve the instruction through gameplay assets or generation and commit the result into Sequencer.

04 · Refine

Polish the shot

Adjust timing, route shape and Control Rig details without leaving the production sequence.

MotionSmith V1 AI Animation Studio
Requirements

Built for the current UE5 pipeline.

Keep the project setup predictable so motion analysis, grounding and Sequencer integration behave consistently.

Engine
Unreal Engine 5.8
Primary Characters
UE5 Manny / Quinn and current UE 5.8 MetaHuman workflow
Character Setup
Characters must use a supported skeletal and retarget setup for MotionSmith adaptation.
Gameplay Motion
MotionSmith GAS is the primary motion source for supported actions, with Kimodo used as fallback when needed.
Ground / Floors
Traversable geometry must have valid collision that matches the visible walkable surface.
Control Rig
Sequencer Mixed Control Rig plugin is required for the mixed Control Rig workflow.
AI Runtime
Local MotionSmith runtime with supported NVIDIA GPU environment.
MotionSmith GAS — Gameplay Animation System.

Gameplay Motion first searches MotionSmith's curated GAS animation library for suitable locomotion, turns, stops, jumps and other supported actions. Matching animations are adapted to the character, aligned to the authored route and placed directly into Sequencer. When no suitable GAS motion is available, MotionSmith can fall back to Kimodo generation for custom motion.
Collision matters.

Gameplay Motion / Route Analyzer uses the physical scene to determine traversable ground. Incorrect Simple or Convex collision can be interpreted as an obstacle even when the visible mesh looks clear. Use collision that accurately follows the walkable surface.
MotionSmith V1 AI Animation Studio
FAQ

Straight answers.

Is V2 a replacement for V1?

V2 is a different workflow centered on Sequencer-native direction. V1 remains the simpler Animation Studio experience.

Does V2 always use AI generation?

No. Gameplay Motion can resolve common actions from prepared animation assets and use Kimodo generation only when required.

Can I extend an existing route?

Yes. The intended workflow is to extend the route and append new motion while keeping earlier committed segments unchanged.

Why is floor collision required?

The route and grounding systems need a reliable physical surface to determine where grounded movement should be placed.

MotionSmith Pro V2

Direct animation in the shot

Build route-aware character motion, combine gameplay assets with generated motion, and refine the result directly in Sequencer.

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