MOTIONLLM ASSISTANT / 10

Generated assets and saving

Find animation assets, understand regeneration and retain your sequence and editable takes.

What a successful generation produces#

OutputWhere to find it
Canonical Kimodo NPZThe configured Download Directory. The Prompt track records the downloaded artifact path.
Target AnimSequenceThe configured Generated Asset Root, /Game/MotionLLM/Generated by default.
Source AnimSequencePersisted only if Save Kimodo Source Animation Asset is enabled. Otherwise it is used in memory for retargeting.
Skeletal Animation sectionOn the character binding in the focused Level Sequence, covering the generated block.
Editable Control Rig takeA separate, initially deactivated track when automatic or manual bake succeeds.
Generated animation section beneath three prompt sections, with the target character performing the pose in the viewport
The generated Skeletal Animation section appears beneath the authored prompts on the character binding. Scrub the result to review the performance. View full-size image ↗

Save the complete result#

Generation saves outputs in stages and includes a save of the focused Level Sequence. Confirm the final status rather than assuming that a downloaded artifact means the whole operation completed.

Save the Level Sequence after moving constraints, changing Smooth Path, capturing poses or manually editing/baking a rig. Keep generated AnimSequences with the project and include the required assets in your source-control workflow. The plugin does not submit Perforce changes.

Regeneration and earlier versions#

Overwrite Last Assets For Prompt Block is enabled by default. Repeating generation for the same block reuses its stable asset identity. If you need the earlier animation as a permanent option, duplicate it before regenerating or disable that setting before producing new outputs.

Editable rig bakes have independent identities and preserve earlier edits. Splitting or joining prompt blocks changes their grouping; review the generated sections after reorganizing the timeline.

Use the animation in your project#

The target result is a native Unreal AnimSequence. You can use it with your compatible character and normal Unreal animation workflows. The plugin’s direct output is animation and Sequencer content; it does not expose a separate BVH production-import path.

Review playback before using an animation in a scene or gameplay: inspect the start and end, foot contacts, root trajectory and skeleton compatibility. Generation does not configure your gameplay movement or root-motion consumption settings.