Documentation
Kinisis Motion for Unreal Engine 5.5–5.8 (Win64) · support: contact@elenadimopoulou.com
Quick start — 2 minutes, it already works
The plugin ships with 37 motion clips built in: no server, no account, no internet, nothing to configure.
- Install the plugin (via Fab / the Plugins window) and restart the editor.
- Open Tools → Kinisis Motion and click Add Demo Character.
- Type a prompt (or pick one from Examples) and press Generate — the character plays it right in the viewport. Bake it, retarget it, grade it with Auto-TD: the whole pipeline works offline out of the box.
Upgrade to live generation (any prompt)
When you want motions the built-in library doesn't have, connect a motion server — three options:
- Your own NVIDIA GPU (6 GB+ VRAM): one click. In server mode press
Install Local Server in the panel (~11 GB one-time download from official
sources, no accounts). When it finishes, the plugin offers to switch modes, then starts and
stops the server for you in the background (
http://127.0.0.1:9090). - A rented cloud pod (+ API key):
Extras/pod_bootstrap.shsets one up in a single command (~$0.40/hr with typical providers). - No GPU? Run the included offline demo server:
python Extras/kimodo_server_demo.py
Prefer Blueprint/C++? Drop a
Kinisis Motion Actor in the level,
set Target Skeletal Mesh, and call GenerateAndPlay("walk forward and wave")
— same pipeline, no panel.The pipeline
| Step | What happens |
|---|---|
| Generate | Your prompt → HTTP → motion server → BVH clip back in seconds |
| Steer | Optional: set Walk Target Actor + Walk To Target — "walk to the box" ends at your box; Land On Target jumps/climbs onto it |
| Retarget | Built-in C++ retarget onto Mannequin/MetaHuman — no IK Rig setup needed; ground conform + foot clamp included |
| Bake | Select the actor → Bake Last Motion To Sequence → a normal UAnimSequence in /Game/KinisisMotions. From there, retarget to ANY character with UE's own IK Retargeter |
| Validate | Auto-TD checks every clip: foot sliding, loop seams, joint limits, ground contact, jitter — flagged frames flash red in the review HUD |
Auto-TD: validate your motion capture and animations
Not just for generated motion — point it at any BVH (Xsens, Rokoko, OptiTrack, hand-keyed):
pip install numpy python Extras/autotd/mocap_validator.py your_clip.bvh --out-dir reports # verdict + flagged frames python Extras/autotd/mocap_autofix.py your_clip.bvh --out-dir reports # safe repairs, source untouched
- No black box — five deterministic checks, pure math. Same clip in, same verdict out.
- Your source is sacred — reports and repaired copies are written next to your clip; the original is never modified.
- Artists stay in charge — creative calls (e.g. foot-plant timing) are flagged, not "fixed".
Auto-TD needs no GPU and no server — any machine with Python 3.9+ and numpy.
Requirements at a glance
| Tier | Hardware | Internet | Accounts |
|---|---|---|---|
| Built-in clips | Any machine | None — fully offline | None |
| Live local generation | NVIDIA GPU 6 GB+ VRAM, ~15 GB disk (16 GB RAM recommended under 10 GB VRAM) | One-time ~11 GB download, then offline | None |
| Cloud pod | Any machine | Connection to your pod | Pod provider only |
Advanced full-precision mode: ~17 GB VRAM or ~16 GB free system RAM (32 GB machine
recommended); free Hugging Face account required. See the included SERVER_SETUP.md.