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#
- Install the package supplied for your engine version. For a project-level package, close Unreal and place the MotionLLMAssistant folder inside your project’s
Pluginsfolder, withMotionLLMAssistant.uplugindirectly inside it. Avoid an extra nested folder. - 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.
- Open Window → MotionLLMAssistant. This panel contains connection and settings controls.
- 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#
- Place your skeletal character in a level. Create or open a Level Sequence, and add that character to Sequencer.
- Confirm that the character binding resolves to the skeletal mesh you intend to animate. Add the plugin tracks under that binding.
- Save the level and sequence. If source control is enabled, make sure the sequence and intended output location are writable.
- Connect your account using Cloud connection, then follow Your first animation.