motionsmith-pro-v2
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.
Watch MotionSmith Pro V2.
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.
Spline-Driven Motion
Walk, run, sprint and turn segments conform to the edited route instead of forcing the shot around canned root motion.
Ground-Aware Placement
Traversable surfaces are sampled through collision so grounded movement can follow ramps and changes in elevation.
Append Without Rebuilding
Extend the route and add the next instruction while keeping previously committed motion segments intact.
Segment Handoffs
Motion fitting preserves the evaluated exit of the previous segment to reduce hard snaps across generated chains.
Gameplay Motion Library
Common locomotion and gameplay intents can resolve to prepared animation assets before AI generation is required.
Kimodo When Needed
When an instruction is outside the prepared motion set, MotionSmith can route the segment through Kimodo generation.
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
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.
Sequencer Control Rig
Prepare supported characters so animation and Control Rig can coexist in the same Sequencer workflow.
Manny / Quinn + MetaHuman
V2 is centered on UE5 mannequin workflows and MetaHumans created with the current Unreal Engine 5.8 pipeline.
Shot-Specific Polish
Use Control Rig for pose corrections, hands, look direction and performance details after the broad motion is committed.
Route. Direct. Commit. Refine.
A compact production loop designed for iterative shot work.
Author the path
Place and edit the route in the level, including extensions for the next motion beat.
Describe the action
Enter a prompt such as walk, run, turn, jump or a more specific performance instruction.
Build the segment
Resolve the instruction through gameplay assets or generation and commit the result into Sequencer.
Polish the shot
Adjust timing, route shape and Control Rig details without leaving the production sequence.
Built for the current UE5 pipeline.
Keep the project setup predictable so motion analysis, grounding and Sequencer integration behave consistently.
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.
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.
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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