motionsmith-v1
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.
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.
Prompt-to-Motion Generation
Turn natural language directions into physically grounded 3D skeletal movements on the NVIDIA Kimodo SOMA skeleton.
Multi-Prompt Timeline
Direct long shots beat-by-beat. Chain consecutive clips with automatic smooth motion continuation.
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.
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.
Unreal-Native IK Retargeting
Pre-configured IK Retargeter profiles for MetaHuman, UE5 Manny/Quinn, Character Creator, and Mixamo targets.
Direct UAnimSequence Baking
Export true World-Space Root Motion or In-Place sequences directly to Content Browser for Sequencer and State Machines.
Three Steps. Zero Context Switching.
Direct, polish, and export production character animations entirely within Unreal Engine.
Prompt or Ingest Clip
Enter kinematic prompts with specialized recipes (Locomotion, Combat, Idles) or import an existing mocap file.
›Sequence & Polish
Chain successive beats on the timeline, adjust root paths with Bezier splines, and align with in-scene static props.
›Retarget & Deploy
AnimationSequence output ready for Sequencer, Montages, and Animation Blueprints.
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.
// 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
Engine Guides & Production Workflows
Practical masterclasses and technical deep-dives to accelerate your studio pipelines.
MotionSmith AI 1.0 Technical Documentation
Complete guide on Llama 3 model setup, Pre-flight diagnostics, and IK Retargeting.
5-Stage Production Animation Pipeline
How technical directors stage complex multi-beat combat and dialogue encounters.
Prompt Choreography & Recipe Blueprints
Copy production-tested prompt chains across combat, stealth, and prop interaction.
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.
Animation Direction Belongs in the Editor.
Synthesize, assemble, tweak, and retarget 3D character motion without breaking your production pipeline.
Comments
Post a Comment