Kovati Docs

Sequencer

The Motion Prompt Track and the Motion Constraint Track.

Documented in depthMotionForge0.4.0Open sourceMotionForgeKimodo0.5.0Free, closed source

Two Sequencer tracks, added from + Add ▸ Motion Prompt Track and Motion Constraint Track.

The reason they exist: a motion has a place in time long before it has a clip, and writing the prompt where the timing already lives beats writing it in a separate window and reconciling them later.

Motion Prompt Track

One section per beat.

ActionWhat it does
Add BeatA new section
Split at PlayheadDivide a beat where the playhead sits
Edit Beat PromptThe text for that beat
PullRead the definition's beats onto the track
BakeWrite the track's beats back into the definition
GenerateSubmit — and stop at review, with the real price

Pull asks before replacing edited beats. A track you have been working in is not silently overwritten by what the definition last held.

A full stop divides a prompt into beats, and a full stop inside a beat is detected before submission — including a decimal point, which would otherwise split "1.5 metres" in two.

The timeline's Generate goes through the same review stop as everywhere else. It did not always: an earlier version imported without review, which meant the timeline was the one surface where a generated clip could reach your game unseen. Fixed in 0.4.0.

Colony's Unreal Editor shows the existing LS_MD_PromptTrackCheck sequence. Its Motion Prompt track has three adjacent purple sections above the SKM_Quinn animation and Control Rig tracks. The playhead is at the start; the imported animation spans the three prompt sections.
Raise the arm, hold it, then lower it: three beats occupy separate sections on the same timeline as the imported clip. Their boundaries preserve where each action belongs in time.

Open the timeline capture at full size.

Motion Constraint Track

Rig keys inside a span become generation constraints.

They are harvested from a transient, never-saved bake of the sequence, sampled only at keyed times — so posing on the timeline is authoring a constraint, not producing an asset you have to manage.

Poses keyed only on the timeline are read once per generation at submission and sent.

Pose actions

Pin a pose from an animation at the start, the end, both, or a moment, with a pose type. Plus Show what will be sent and Clear authored poses.

Pose actions are disabled, with the reason, on providers that take no poses. A greyed button that does not say why is worse than no button.

Baking, and what survives

The track and the definition are two views of the same beats, and Bake/Pull move between them. The definition is the committed artefact; the track is where timing is comfortable to author.

If you are wiring this into a wider cinematic: cinematics bind by tag, and one shot per beat is the arrangement that survives a re-generate.

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