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Automation Forge

Plugins / MotionForge

6 plugins in this set.

Runs on local, on your gpu · rented, from inside the editor · hosted api.

What it can talk to →

Animation at the speed of the idea.

The move you just described, playing on your own character in seconds — generated on your GPU, a rented card, or a hosted provider, and imported as an ordinary AnimSequence.

What it does

01

Describe a motion and watch it on your character in seconds

02

Import straight onto your skeleton — an ordinary AnimSequence, no retarget step

03

Run it three ways: your own GPU, a card rented from inside the editor, or a hosted API

04

Direct a take with constraints — pose a character in the level, or key the moments that matter in a Level Sequence

05

Generate a two-second action as two seconds — no padded minimum

06

Keep the definition, not the file: a seeded take regenerates identically on demand

Seen, not described

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

What it is

MotionForge owns the pipeline end to end: submit the prompt, poll the provider, review the take, import it. What comes out is an ordinary AnimSequence on your skeleton that the rest of your project cannot tell was generated.

It is also the socket. The core is a provider registry and an interface, which is why generating locally on your own card and generating through a hosted API are the same three tool calls with a different provider selected. Adding a model later is a registration, not a fork.

A prompt becomes direction through constraints: capture a pose off a character posed in the level, read one out of an existing animation, drive it from a reusable pose asset — or harvest a Level Sequence, where every keyed moment becomes a constraint. Keying is the marking.

Nothing in it knows about your gameplay framework, a montage, a curve or a notify. Those belong to the tools built on top — which is what lets the same plugin serve a project that shares nothing with ours.

Measured on our own project

~14 splaceholder

a fresh prompt to a finished clip, on your own GPU

~$0.005placeholder

a take, on a rented card

~40 splaceholder

from submit to imported on your skeleton

What is in the set

6 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.

MotionForge

Core

The pipeline and the provider registry. Submit, poll, review, download, normalise, import.

Open source · Fab

GitHub

MotionForge Kimodo

Provider

NVIDIA Kimodo in Docker on your own GPU. Free, seeded, and fast enough to regenerate a clip from its definition instead of storing the result.

Free on Fab

MotionForge Quality

Add-on

Measures what is wrong with a clip, so thirty cheap takes triage themselves.

Free on Fab

MotionForge Toolset

Agent toolset

Author, generate, review, download and import, without a human driving the editor.

Open source · Fab

GitHub

MotionForge Kimodo Toolset

Agent toolset

Install, start, diagnose and repair the local runner. Every common failure is detected and named, with the fix beside it.

Open source · Fab

GitHub

MotionForge Quality Toolset

Agent toolset

The measurements, as tools. A surface only — deleting it changes no behaviour.

Open source · Fab

GitHub

Chosen per asset, not per project

What it can talk to.

No stage hard-depends on a particular model, and every stage records what produced its output. A better model arrives as a config change, not a rewrite — today’s is the worst one this will ever run on.

NVIDIA Kimodo

Local, on your GPU

Free and seeded — the same prompt and seed regenerate the same clip forever. Around fourteen seconds for a fresh prompt.

You need

A CUDA card and Docker. No account, no key.

RunPod

Rented, from inside the editor

About half a cent per clip while generating. Verified against local output bone for bone.

You need

A RunPod account. The editor rents, provisions and stops the card for you.

Uthana

Hosted API

The quality tier: generates against your own rig, with full finger animation. Metered per generated second.

You need

An Uthana account. Your key lives in the OS vault, and no tool can read it back.

Asked first

What studios ask about MotionForge.

Do hands animate?

Per provider. Uthana generates full finger animation today. The free local model predicts a thirty-joint body with no fingers, so its takes arrive with a fixed hand pose — block out for free, then regenerate the keepers on a provider that does hands. A local model that does hands is on our roadmap.

Do I need to retarget?

No. You pair a character once and the provider generates against your mesh, so a take imports directly onto your skeleton. Where proportions differ enough to matter, the set generates an IK Retargeter chain for you — generated, not hand-authored.

Is the quality shippable?

It is prototype-grade by intent: weight, contact and momentum are approximate, which is exactly what a playtest needs. Plenty of secondary motion ships as generated; hero animation graduates to mocap — against a brief derived from takes your team has already played.

What does it cost to run?

On your own GPU, nothing. Rented, about half a cent a clip. Hosted, metered per generated second on your own account — and every metered step is priced before it commits.

Does the same prompt give the same clip twice?

On the local provider, yes — generation is seeded, so the definition is the clip and the file is a cache. On hosted providers the motion id is the durable handle, and nothing in the tooling ever prunes it.

Can an agent run all of this?

Everything. Author, generate, review, import — the full loop is exposed as typed MCP tools, and the editor UI drives the same subsystem underneath. Hand either half of the work to an agent and keep the other.