Panel reference

Text to Motion

Card 03 — the core generation card: parameters, output target, and Generate.

The core generation card. The prompt text itself is authored on the Prompt Timeline (card 06); this card holds the generation parameters, the output target, and the Generate Motion button. The header shows the current Duration (frames · seconds) and reminds you that a single prompt maxes out at 10 s.

Text to Motion — General (diffusion steps, model, seed) and Advanced (samples, CFG, transition frames, heading, server post-processing, root margin).
Text to Motion — General (diffusion steps, model, seed) and Advanced (samples, CFG, transition frames, heading, server post-processing, root margin).

#General

ControlDescription
Diffusion stepsQuality preset: Draft (100), Standard (300), Fine (500), or Custom…. More steps = higher quality, slower. Custom reveals a 1–1000 field; the server caps steps at 500 and may reject higher values. Standard (300) is the default.
ModelThe generation model (default kimodo-soma-rp-v1.1). Populated live from the server's capabilities.
Seed + RandomFixed seed for reproducible results, or check Random (on by default) for a new one each run.

#Advanced (toggle to enable)

Mirrors the fuller parameter set. The toggle in the header shows/hides the body; its Reset restores the parameters without collapsing the panel.

ControlDescription
Num samplesHow many variations to generate at once (1–8, default 1). Multiple samples fan out into distinct takes (Story / New Take only).
CFG typeGuidance mode: separated (default), regular, or nocfg.
CFG weight (text) / (constraint)How strongly the text prompt vs. the spatial constraints steer the result (0–10, each default 2.0).
Transition framesBlend length between sequenced prompt blocks (0–30, default 5).
Initial heading (deg)Facing direction the character starts from (0–360, default 0).
Server post-processingOn by default. Runs the server's own post-processing pass (root-drift correction) on the sampled motion. This is the only cleanup lever that reaches the model — it replaces the former Foot cleanup / Blend frames pair, which ran on the client and had no effect on the applied result.
Root margin (m)Horizontal slack (0–0.2 m) the server's post-processing would use when deciding whether to correct root drift. Grouped under Server post-processing and greyed out when it is off. Collected and remembered, but not yet sent to the server.

#Output Target — the generation mode

The Mode segment is the single most important choice on this card: it decides where the generated animation is written and how it coexists with the rest of your scene. All three modes generate from the same prompts and parameters — they differ only in the destination and its side effects. Pick the mode first, then the mode-specific options appear directly beneath it.

Output Target with Existing Take selected — mode segment, current-take display, Placement, Ground, and Layer & Rig groups.
Output Target with Existing Take selected — mode segment, current-take display, Placement, Ground, and Layer & Rig groups.

#New Take

Creates a brand-new MotionBuilder take and writes the generated motion into it, leaving all your existing takes untouched. This is the safest default while you iterate: every generate produces a clean, self-contained clip you can compare or throw away.

  • Auto-name from first prompt (on by default) — the take is named from the first N characters of the earliest timeline prompt (N is set by Auto take-name length in Settings), so takes are self-describing. Regenerating the same prompt adds a _v001 / _v002… version suffix instead of overwriting, giving you an automatic version history.
  • Turn auto-naming off to type an exact Take name of your own.
  • Num samples > 1 fans out into that many separate takes in one run, so you can audition several variations of the same prompt side by side.

#Existing Take

Applies the generated motion into the take that is currently active in MotionBuilder, shown as a read-only Current take display (Refresh re-reads the active take). Use this to iterate on a specific take, to overwrite a previous attempt in place, or to layer generated motion onto animation you're already working in — rather than accumulating new takes.

  • Because everything merges into one existing take, Num samples is forced to 1 here (multiple samples have nowhere distinct to land) — the field is greyed out.
  • Combine with Generate on base layer only (Layer & Rig) to control whether keys land on the base layer or the active animation layer of that take.

#Story

Writes each prompt block as its own FBX clip on a MotionBuilder Story track (one track per block, exported to your Story Export Path from Settings). This is the non-linear, editorial mode: instead of one baked take, you get discrete clips you can re-order, trim, blend, and re-time on the Story timeline — ideal for sequencing a performance out of several actions and revising individual beats without regenerating the whole thing.

  • Regenerating a block writes a new version of that clip and keeps the track in place, so the Story edit you built survives across regenerations.
  • Passthrough — gaps between clips reveal the underlying take's animation instead of freezing, so the character keeps moving between generated beats.
  • Replace current Clip — overwrite the newest version of a clip in place rather than adding another version, keeping the folder tidy while you dial one beat in.
  • Baking to the Control Rig is a no-op in Story mode (the motion lives in a passthrough clip, not on skeleton keys), so that option is greyed out here.

Which mode when — Reach for New Take while exploring (clean, versioned, disposable), Existing Take to refine or overwrite one specific take, and Story to assemble and non-linearly edit a multi-action performance from separate clips.

#Placement

Re-seats the generated (origin-canonicalized) motion to the character's scene position at the prompt's start frame.

  • Use current position (on by default) — start from the skeleton's scene XZ and facing instead of the origin. It owns horizontal placement and yaw only, never height.
  • Preserve height (off by default) — starts the motion at the height the rig is actually standing at rather than the model's own standing height. It is sent to the server as a start anchor on the hips (a height, not a local offset), so nothing is added to the result afterwards — what you see in the viewport is what the pin means. Independent of Use current position: either can be on without the other. A Full Body constraint covering the start frame takes precedence, since it already carries a height of its own.

Scope of Preserve height — It applies to the main Generate Motion run. It is not sent by Generate Selected Prompt or by the per-gap fan-out (when your prompt blocks have gaps between them, each contiguous group is generated as its own run) — the Console says so when you generate with the option on. On a single-block regeneration, leaving Keep start pose checked achieves the same thing, because the pinned boundary pose already carries the hip height.

#Ground

A movable ground-plane object whose world-Y is folded into the vertical offset, so motion stands at ground + hip height.

  • Create Ground — spawn or find the plane.
  • Ground height (m) — the plane is the source of truth (the field spans −1000 … 1000 m and stays disabled until a plane exists); Refresh pulls its live Y into the field, and editing the field moves the plane.
  • Hide / Show — toggle plane visibility.
  • Apply ground offset (on by default) — fold the plane's height into the generated motion so the character stands on the plane. Applies in all modes. The related Correct ground offset switch lives in Settings → Extra options.

#Layer & Rig

ControlDescription
Generate on base layer onlyOn by default. Forces generated keys onto the take's base layer regardless of the active animation layer.
Bake to Control Rig after importOff by default. After apply, plots the generated motion onto the HIK Control Rig and re-enables the HIK source — leaving a characterized, hand-editable result. No-op without an HIK character or in Story mode.
Bake whole time rangeOn by default. Plots the entire take rather than only the applied block's frames. Active only when baking is on.

Generate Motion builds MMCP segments from the active character's timeline blocks and sends the request. A live progress bar and status label show the run; the card is locked while generating. Shortcut: Ctrl+G over the timeline.