motionsmith-v1

NVIDIA Kimodo-Powered 3D Animation Studio

Direct motion.Inside Unreal.

Synthesize 3D character motion from natural language, chain multi-beat performances on a dedicated timeline, extend existing mocap, and retarget directly to MetaHumans and Manny — with local GPU inference on supported NVIDIA hardware.

NVIDIA Kimodo Core Meta Llama 3 8B Unreal Engine 5.8 Zero Python Setup
MotionSmith AI Unreal Engine Studio Interface
Engine: Tested on Unreal Engine 5.8 Execution: Local GPU (CUDA) Input: Text Prompt & Mocap FBX Sequencing: Multi-Beat Timeline Output: Native UAnimSequence + Root Motion
Comprehensive Toolset

From Text Intent to In-Engine Asset

MotionSmith AI unifies AI motion diffusion, multi-segment performance assembly, mocap extension, and IK retargeting into one seamless Unreal Editor tab.

Synthesize
Aa

Prompt-to-Motion Generation

Turn natural language directions into physically grounded 3D skeletal movements on the NVIDIA Kimodo SOMA skeleton.

Sequence
▰

Multi-Prompt Timeline

Direct long shots beat-by-beat. Chain consecutive clips with automatic smooth motion continuation.

Hybrid
⤓

Import AnimationSequence & Continue

Import an existing Unreal AnimationSequence into MotionSmith, place it in the timeline, adjust it with Transform if needed, then generate new motion continuing from the imported animation tail.

Author
✦

In-Studio Motion Polish

Redirect paths with 3D Root Splines, pin key poses, mirror tracks across sagittal planes, and lock feet to prevent floor sliding.

Retarget
↗

Unreal-Native IK Retargeting

Pre-configured IK Retargeter profiles for MetaHuman, UE5 Manny/Quinn, Character Creator, and Mixamo targets.

Pipeline
◆

Direct UAnimSequence Baking

Export true World-Space Root Motion or In-Place sequences directly to Content Browser for Sequencer and State Machines.

Workflow Architecture

Three Steps. Zero Context Switching.

Direct, polish, and export production character animations entirely within Unreal Engine.

01 · START

Prompt or Ingest Clip

Enter kinematic prompts with specialized recipes (Locomotion, Combat, Idles) or import an existing mocap file.

›
02 · ASSEMBLE

Sequence & Polish

Chain successive beats on the timeline, adjust root paths with Bezier splines, and align with in-scene static props.

›
03 · BAKE

Retarget & Deploy

AnimationSequence output ready for Sequencer, Montages, and Animation Blueprints.

Native Integration

AI Animation Without Leaving Your Shot

MotionSmith AI is an embedded authoring layer inside Unreal Engine, not a detached browser toy. Keep character iteration right inside the level, lighting, and camera context of your project.

  • ✓Local Processing: AI inference runs on your local NVIDIA GPU without per-generation cloud API fees.
  • ✓Hybrid Ingestion: Combine human mocap with AI generation on one timeline.
  • ✓Props Context: Import static props as scene references while directing and adjusting character animation.
  • ✓Production Ready: Direct output to Sequencer, State Machines, and Montages.
MotionSmith Studio · Timeline State
// Multi-Beat Sequence
segment 01 [3.0s]  "crouch low and sneak forward 4 steps"
segment 02 [2.5s]  "slide into cover behind obstacle" /* prop reference */
segment 03 [3.5s]  "peek over right shoulder and aim rifle"

// Retargeting & Asset Output
source_rig      IK_SOMA_Kimodo
target_rig      IK_MetaHuman_MaleTall
output_asset    AnimationSequence
MotionSmith AI Studio Interface and Complete Authoring Pipeline in Unreal Engine
Straight Answers

Frequently Asked Questions

Does MotionSmith require cloud subscriptions?

No. AI inference runs locally on your NVIDIA GPU rather than through a metered cloud generation API.

Do I need to manually configure Python or Conda?

No. The separate MotionSmith Runtime includes the required Python and PyTorch/CUDA environment, so no manual Python or Conda setup is required.

Can I commercialize animations created with MotionSmith?

Yes. All baked UAnimSequence assets generated in your Unreal projects are usable in your projects subject to the applicable MotionSmith and third-party license terms for commercial games and film productions.

Where will MotionSmith AI be distributed?

MotionSmith AI 1.0 is being prepared for publication on Epic Games Fab. Fab publication is currently pending.

MotionSmith AI 1.0

Animation Direction Belongs in the Editor.

Synthesize, assemble, tweak, and retarget 3D character motion without breaking your production pipeline.

MotionSmith AI Studio Interface and Complete Authoring Pipeline in Unreal Engine
MotionSmith AI is an independent product and is not affiliated with or endorsed by Epic Games, Inc. or NVIDIA Corporation. Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere. NVIDIA and the NVIDIA logo are trademarks and/or registered trademarks of NVIDIA Corporation in the U.S. and other countries. MotionSmith AI incorporates the open-source NVIDIA Kimodo project. Meta Llama 3 model weights are governed by Meta's Community License.

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