RealTwin Docs
  • CameraTwin
    • About CameraTwin
    • Installation
      • Installation - Mobile app
      • Installation - Unreal Engine
      • Changelog
    • Get Started
    • Documentation
      • Mobile Applications
        • Entry Screen
        • Main Camera Screen
        • Menu Drawer
        • Horizon Alignment
        • Quick Actions (Mobile)
        • Advanced Camera Controls
          • Android Untracked Mode
      • Unreal Engine Plugin
        • CameraTwin LiveLink Setup
        • Control Panel
        • Quick Actions
        • Recording Settings
        • Recording Events
        • CameraTwin Recorder
          • 🚧 CameraTwin Recording Asset 🔜
        • Scene Capture Components
        • Camera Parameters Manager
          • CG Focus Controller
          • 🚧Advanced Focus Controller 🔜
      • Stage Setup
      • Multi-Camera Setup
    • Tutorials
    • FAQ
    • Troubleshooting
      • My device is not showing up in the LiveLink sources list
      • My Stream seems frozen in Unreal Engine
    • Support
  • Virtual Productions Cloud [VPC]
    • VPC Service
    • VPC Dashboard
    • VPC Plugin
      • VPC Plugin Installation
        • Changelog
      • Toolkits
        • Toolkit Installation
        • Environment Toolkit
          • Tools
            • Text to Environment Map
            • Image to Environment Map
          • Results
          • How to use the results
          • Changelog
        • Motion Toolkit
          • Tools
            • Text to Motion
            • Trajectory Control
            • Motion Edit
            • Motion Stitch
            • Motion Load
            • Tool Options
            • Using custom inputs
            • Prompt Guidelines
          • Tutorials
          • Changelog
        • Material Toolkit
          • Tools
            • Texture to Material
            • Using custom parent Materials
          • Changelog
    • FAQ
    • Support
Powered by GitBook
On this page
  • Overview
  • Tool Inputs
  • Trajectory Design
  1. Virtual Productions Cloud [VPC]
  2. VPC Plugin
  3. Toolkits
  4. Motion Toolkit
  5. Tools

Trajectory Control

PreviousText to MotionNextMotion Edit

Last updated 7 months ago

Overview

The Trajectory Control feature allows for precise path creation that characters will follow during motion generation.

Tool Inputs

Inputs:

  • Prompt: A text prompt describing the motion

  • Walking Styles: Choose from Forward, Backward, Sideways Left, or Sideways Right. The character will move along the defined trajectory in the selected style.

  • 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, walking style and trajectory.

  • Trajectory: Press "+" button to generate a new trajectory. Use the dropdown asset picker to utilize an existing one

  • Bindings: A list of all bindings that contain a Transform Track

Trajectory Design

You can define the trajectory for you character in 2 ways:

  1. Design your own trajectory: If you want to design a trajectory on the fly, you can press the "+" button next to the "Trajectory" field, which generates and opens a new Level Sequence at the Sequencer with the SMPL Skeletal Mesh spawned at your current Level. That mesh contains a Transform Track in the Level Sequence with 2 keyframes at frames 0 and 195 (a straight line by default). Within the Sequencer, you can insert and edit as many keys as necessary to shape the desired trajectory.

  2. Use existing trajectory: If you already have designed a trajectory in an existing Level Sequence, you can choose it from our asset picker in the Trajectory field. Once you do that, a list will be populated in the "Bindings'' field with all the bindings that contain a Transform Track. You can choose the transform track that has the keys of the desired trajectory.

Please note that the system currently considers frames 0 to 195 in the Sequencer, so ensure your trajectory fits within this range

Avoid editing Rotation keys, as the character's orientation is determined in the output. Additionally, pay close attention when setting the Location keys in time; improper timing can result in unnatural motion due to the calculated speed at which the character moves along the trajectory.

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

Our template Level Sequence spawns the SMPL mesh for visual purposes. However, you can use any binding in a Level Sequence that has a and contains Location keys. Taking advantage of the powerful tools of the Sequencer will allow you to design a very detailed trajectory.

Transform Track