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Automation Forge

Plugins / MontageForge

2 plugins in this set.

Engine-only. No accounts, no models, no keys.

From clip to gameplay, without the busywork.

A clip becomes something an ability can play: the montage built from a recipe, notifies exactly where you authored them, and hand-tuning that survives every rebuild.

What it does

01

Build a montage from a recipe in one step — asset, slot, notifies, blend settings

02

Fire gameplay events at authored moments — the notify every GAS project rewrites, shipped

03

Author timings as fractions of the clip, so a regenerated animation cannot break them

04

Capture hand-tuned timings back into the recipe instead of losing them

05

Rebuild only when told — hand-tuning is never silently overwritten

Seen, not described

PlaceholderVideo: MontageForge, in the editor, start to finishAssets A2 and A3 — one video per set, plus stills or GIFs per headline capability.

What it is

A montage is where an animation stops being a clip and starts being a thing an ability can play. MontageForge creates the asset, places gameplay-event notifies at the times you authored, and rebuilds the whole thing from its recipe when the source animation changes.

It also captures hand-tuned timings back into the recipe, which is the part that matters after the first week: an animator nudges a notify by three frames, and the recipe learns it rather than overwriting it on the next rebuild.

There is no generation in it at all. It is ordinary production tooling — just as useful when every clip in the project came from mocap.

What is in the set

2 plugins, and what each one is for.

Install what you need. A toolset can be deleted and the capability beside it behaves identically; a provider can be deleted and the core still loads, with one fewer option.

MontageForge

Core

Build montages from a recipe, with notifies at authored times.

Open source · Fab

GitHub

MontageForge Toolset

Agent toolset

Build from recipes and capture hand-tuned timings back.

Open source · Fab

GitHub

Asked first

What studios ask about MontageForge.

Is this only useful with generated animation?

No. It is ordinary production tooling with no generation in it: recipes, notifies and rebuilds are just as useful when every clip came from mocap. It also happens to be the bridge that makes generated clips playable.

What happens when the animation changes length?

Nothing breaks. Timings are stored as fractions of the clip, not as seconds — “sixty percent through” survives a regeneration, where “at 2.4 seconds” quietly stops meaning what it meant.

Will a rebuild destroy my tweaks?

No. Nothing rebuilds implicitly, a rebuild refuses to discard hand-tuning unless told, and captured timings flow back into the recipe. A montage you have touched is treated as yours from that moment on.

Does it assign the montage to my ability?

No — that step needs to know what an ability is, and this plugin deliberately does not. Your gameplay code, or an add-on that knows your framework, does the assignment.