# Motion Edit

## Overview

Modify existing animations with the “Motion Edit” tool. Select the animation to be edited via the input field or by dragging and dropping an “Animation sequence” .uasset from the UE Editor Content Browser.

## Tool Inputs

<figure><img src="https://3763251240-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9BAa74uZVvvtnO0Rq9Vh%2Fuploads%2Fgit-blob-fe969b2bd6898fb31f099f14ec8a97a066fca678%2Fmotion-edit.png?alt=media" alt=""><figcaption></figcaption></figure>

Inputs:

* **Animation:** The animation to be edited
* **Frame Selection**: The start and end frames of the target animation segment.
* **Prompt:** A text prompt describing the new motion
* **Seed:** A random number used for generating varied outputs with identical inputs. For instance, two generated motions with different seeds, might differ even with the same text prompt, duration and edit mode.
* **Edit Mode**: Choose between “Full Body” (modifies all skeleton joints) or “Upper Body” (modifies only upper body joints).
* **Retain Anim Data:** Enable if you want to keep animation data that our model does not process.

{% hint style="info" %}
Ensure the frame range is sufficiently long to accommodate the intended action.
{% endhint %}

{% hint style="info" %}
Avoid selecting frames near the start or end of the animation.
{% endhint %}

{% hint style="info" %}
You can find out how to retain your animation data at the Common Tools section of our [tool-options](https://docs.realtwin.org/virtual-productions-cloud/vpc-plugin/toolkits/motion-toolkit/tools/tool-options "mention") page.
{% endhint %}

Here's a video showcasing how to use the feature:

{% embed url="<https://youtu.be/VVfzkcTGSog>" %}
