> For the complete documentation index, see [llms.txt](https://docs.motorica.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.motorica.com/learn/concepts/the-motion-engine.md).

# The Motion Engine

<figure><img src="/files/63l8eQgX7Sbzqh3jeZ8M" alt="An orange woman running on a 3D grid." width="380"><figcaption></figcaption></figure>

## Virtual Mocap Studio

Motorica uses the cornerstones and principles behind real mocap technology to replicate a virtual mocap space. This allows animators to bypass the unpredictable variables and constraints behind physical mocap — instead, generate fully-covered locomotion animations in minutes instead of months.&#x20;

### Virtual Actor

In Matorica, animators have full deterministic control and creative direction over our virtual actor: Tango.

<figure><img src="/files/TOaNUV155lLnDl0ZWdnr" alt="An orange man in a 3D grid space." width="375"><figcaption><p>Tango: Motorica's virtual acting model</p></figcaption></figure>

Tango is fully customizable by sliding parameters for their gender and weight. Additionally, you can select to view Tango's skeleton and root path when previewing animations.

All of Tango's animations come from a human performance. Just like real motion capture, Motorica uses hours of in-house recorded mocap to train our proprietary learning models for generating animations. Motorica constantly updates its LMs with new and unique mocap so animations are guaranteed to be real, believable, and grounded.

### Motion Controls

The heart of animation lies in movement; Motorica provides an extensive Motion Control toolset so you can direct Tango with precision. Adjust parameters for Tango's speed and duration of animation, and use advanced movement controls to fine-tune values for acceleration, deceleration, turning behaviors, movement simulation types, and animation variations.

<figure><img src="/files/nawtSNZIppkiWhYhwPTl" alt="A black and purple UI with sliders and text input fields." width="293"><figcaption><p>Motion Controls in Motion Stage.</p></figcaption></figure>

Motion Controls come with preset trails for Tango designed to fit perfectly for motion matching systems, but you can also upload custom root motion `.fbx` files for more tailored trails.

{% hint style="info" %}
Enterprise customers can create their own trails directly within our engine using Trail Set Manager.
{% endhint %}

### Style Controls

For animation to be believable, the characters involved must have actual character and *style*.

Motorica uses Styles to inject personality into each virtual mocap performance. Styles come in all different shapes and sizes: from humans with normal and expressive movements, to creatures like goblins and zombies.&#x20;

<figure><img src="/files/ysmhevYmRm9mf2nuwKzV" alt="A black and purple UI with a dropdown of an animated character walking." width="563"><figcaption><p>A selection of different Styles in Motion Stage.</p></figcaption></figure>

To create completely unique performances, the Styles Controls allow you to mix two styles together and customize which style is more prevalent in Tango's character.

If there isn't a Style (or mix of styles) provided by Motorica that suits your needs, you can also use the Style Cloning product to create your own Style Clone by uploading just 5 minutes of mocap data.

### Phase shifting

To create variations of the same animation, the Phase Shifting feature can create 2 or 4 variations based on foot placement.

For example, 2 variations gives two identical animation with the left and right feet swapped, while 4 variations gives four animations with each feet 1/4th of a phase apart.

## Generated Datasets

Every animation is generated as a `.fbx` file and is ready to integrate with leading front-end gaming and animation software.&#x20;

Animations can be seamlessly imported onto provided skeletal models for single-take animations and motion matching systems. For example, Motorica has provided Unreal Engine plugins including skeletal meshes and models for easily importing animations, retargets, and for setting up pose search assets for Unreal's Motion Matching system.


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