MOTIONLLM ASSISTANT / 02

Install and prepare your workspace

Prepare Unreal Engine, enable MotionLLM Assistant and check the character assets before generating.

Before you begin#

  • A compatible Unreal Editor and MotionLLM Assistant package. The reviewed development project uses Unreal Engine 5.8.
  • A writable Unreal project and Level Sequence.
  • A skeletal character compatible with the configured target Skeleton. Start with the supplied Manny retarget configuration.
  • Internet access and a MotionLLM account with cloud generation enabled for the cloud workflow.

The plugin is an editor authoring tool. Generated AnimSequences are the assets you use in your project; the generation interface is not a runtime gameplay feature.

Enable the plugin#

  1. Install the package supplied for your engine version. For a project-level package, close Unreal and place the MotionLLMAssistant folder inside your project’s Plugins folder, with MotionLLMAssistant.uplugin directly inside it. Avoid an extra nested folder.
  2. Open the project. In Edit → Plugins, find MotionLLMAssistant, enable it and restart if requested. Its declared dependencies are Control Rig, Level Sequence Editor and IK Rig.
  3. Open Window → MotionLLMAssistant. This panel contains connection and settings controls.
  4. In the Content Browser, enable Show Plugin Content when you need to inspect the supplied meshes, retargeters and Control Rig.

Check the starting character configuration#

The default forward retargeter is RTG_SKM_skin_standard_To_UE5_Manny. The reverse is RTG_UE5_Manny_To_SKM_skin_standard, and the default rig is CR_Mannequin_Body.

Keep these defaults for your first Manny animation. A different visual mesh can work when it uses the same target Skeleton. A different Skeleton requires its own configured retarget pair; see Characters & retargeting.

Prepare a Level Sequence#

  1. Place your skeletal character in a level. Create or open a Level Sequence, and add that character to Sequencer.
  2. Confirm that the character binding resolves to the skeletal mesh you intend to animate. Add the plugin tracks under that binding.
  3. Save the level and sequence. If source control is enabled, make sure the sequence and intended output location are writable.
  4. Connect your account using Cloud connection, then follow Your first animation.