Tutorials
Learn MotionSmith AI inside Unreal Engine.
Practical step-by-step tutorials for generating motion, building multi-segment performances, continuing existing animation, retargeting characters, and refining motion without leaving Unreal Engine 5.8.
Create Your First Motion and AnimationSequence
Generate a focused character motion, review it inside MotionSmith AI Studio, retarget it when needed, and create a standard Unreal Engine animation asset.
Open MotionSmith AI Studio
Make sure the MotionSmith backend is ready, then open the Studio tab inside Unreal Editor. If this is your first run, complete setup and Diagnostics / Pre-Flight first.
Write One Clear Motion Prompt
Describe the physical action you want the character to perform. Keep the first test simple and focused.
Generate, Review and Create the Asset
Generate the motion and inspect it in the viewport and timeline.
If the result is approved, retarget to the required character workflow and create the final Unreal AnimationSequence.
Build a Multi-Segment Performance
Create longer performances one beat at a time. MotionSmith lets you approve existing motion, then continue from its tail instead of rebuilding the complete animation.
SEGMENT 01 idle and scan the room
SEGMENT 02 walk forward cautiously
SEGMENT 03 stop and turn toward the sound
Import Existing Animation and Continue with AI
Use an Unreal animation you already have as the beginning of a performance, adjust it inside MotionSmith, then generate what happens next.
Choose an Existing Animation
Start from an Unreal AnimationSequence already available in the project.
If the source came from FBX or mocap, import it into Unreal first using the normal Content Browser workflow.
Import and Adjust
Bring the animation into MotionSmith, review its position and orientation, and use the available transform controls when the motion needs to be repositioned before continuing.
Add the Next Generated Segment
Place the imported motion into the working timeline, write the next physical action, then use Add Segment to continue from the imported animation tail.
Retarget Motion to Your Unreal Character
Transfer the approved MotionSmith performance to one of the included target workflows: Epic / Manny-based characters, MetaHuman, Character Creator, or Mixamo.
| Target | MotionSmith 1.0.0 |
|---|---|
| Epic / Manny-based | Included |
| MetaHuman | Included |
| Character Creator | Included |
| Mixamo-based | Included |
Refine Motion Without Regenerating Everything
Use MotionSmith's editing tools to make targeted changes after generation: transform adjustments, pose decisions, mirroring, root/path authoring and prop-based spatial review.
Transform Adjustments
Reposition or reorient imported and working motion when the character needs a better starting placement or facing direction.
Pose Hold
Adjust a pose and use the hold workflow when a specific pose needs to remain fixed across the chosen interval.
Mirror Pose / Mirror Animation
Mirror a pose or complete animation to create left/right variations while keeping the edit inside the MotionSmith workflow.
Root & Path Authoring
Use the available root/path controls to refine where the character travels instead of regenerating an otherwise useful motion.
Props as Spatial References
Load and position a prop in the authoring viewport to judge the character's movement against an object or scene reference.
Preserve Approved Motion
Prefer targeted edits or a revised next segment over regenerating the entire performance when only one decision needs to change.
Build the motion. Review it. Keep what works.
Use the Examples page for prompt ideas, the Documentation page for complete technical reference, and the MotionSmith AI YouTube channel for video tutorials and workflow demonstrations as they are published.
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