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Copy Animate worker, starter animations and manifest; keep old paths

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Animations/Mocap/Free_Starter_Animations.zip ADDED
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+ version https://git-lfs.github.com/spec/v1
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+ size 229944045
Animations/Mocap/README.md ADDED
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+ # MotionSmith: Free Starter Animations (Mocap Pack)
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+
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+ This directory hosts the **Free Starter Animations** motion capture library for Blender and MotionSmith users.
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+
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+ ## Overview
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+
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+ - **Archive:** Free_Starter_Animations.zip (~230 MB)
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+ - **Total Animations:** 1,000 FBX animation files
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+ - **Previews:** 1,000 companion .jpg preview thumbnails corresponding to each animation
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+ - **Skeleton Structure:** Standard Humanoid (
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+ oot, pelvis, spine_01...)
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+ - **File Formats:** FBX (.fbx) + JPEG (.jpg)
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+
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+ ## Categories
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+
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+ The animations are organized into 13 categories:
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+
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+ | Category | Description |
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+ |---|---|
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+ | **AO** | Ambient and additive motion overlays |
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+ | **AnimBundle** | General performance, dance, and expressive motions |
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+ | **Conversation** | Talking, reacting, gesturing, and social dialogue motions |
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+ | **Deaths** | Directional and contextual death animations |
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+ | **Idle** | Relaxed, alert, waiting, and weight-shifting idle loops |
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+ | **Interactions** | Chair sitting, button pressing, reaching, and object manipulation |
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+ | **Jump** | Jump starts, aerial loops, falls, and impact landings |
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+ | **Locomotion** | Sprints, runs, directional navigation, and transitions |
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+ | **Ragdoll** | Hit reactions, stumbles, and ragdoll recovery poses |
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+ | **RamsterZ** | Specialized expressive action and character motion sets |
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+ | **Traversal** | Vaulting, climbing, stepping over barriers, and ledges |
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+ | **Walk** | Extensive walk loops, starts, stops, pivots, and turns |
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+ | **Workers** | Maintenance, welding, inspection, repairing, and carrying actions |
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+
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+ ## How to Use in Blender
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+
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+ 1. **Download & Extract:**
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+ - Download [Free_Starter_Animations.zip](./Free_Starter_Animations.zip).
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+ - Extract the contents to your mocap library or project directory.
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+ 2. **Import to Blender:**
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+ - Go to **File > Import > FBX (.fbx)**.
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+ - In the import options, ensure **Animation** is checked.
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+ 3. **Retargeting:**
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+ - Easily retarget to Mixamo, Rigify, or custom rigs using Blender's NLA editor, Action editor, or standard retargeting tools.
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+
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+ ## Integration with MotionSmith
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+
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+ These mocap clips can be blended with **MotionSmith Animate** AI text-to-motion sequences (Kimodo) to create complete character animation pipelines with natural idle-to-action transitions.
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+
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+ ---
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+ Part of the **MotionSmith Runtime** project: [Serqan/MotionSmith-Runtime](https://huggingface.co/Serqan/MotionSmith-Runtime)
latest.json ADDED
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+ {
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+ "schema": 1,
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+ "version": "0.1.0",
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+ "url": "https://huggingface.co/Serqan/MotionSmith-Runtime/resolve/main/blender/motionsmith-0.1.0.zip",
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+ "sha256": "780e53d5f771c4c36b3f8c415b70be96155f913af298a799fdb6abb1ff2d4377",
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+ "blender_version_min": "5.0.0",
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+ "notes": "MotionSmith Pro for Blender 0.1.0"
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+ }
workers/MotionSmith-Blender-Worker-1.0.0.zip ADDED
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+ version https://git-lfs.github.com/spec/v1
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+ oid sha256:09e340fe1e15dcccfacfc60f9ed268ebc4a22678cc67dc424aba9ecb04457de0
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+ size 30511
workers/README.md ADDED
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+ # MotionSmith worker
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+
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+ Generates motion with Kimodo. Runs only as a separate process on the MotionSmith Runtime Python
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+ (`%LOCALAPPDATA%\MSR\Python\python.exe`) and talks to the add-on over stdin/stdout JSON (`docs/PROTOCOL.md`).
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+ It never runs inside Blender and is not part of the extension package.
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+
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+ ## License
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+
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+ - `kimodo_worker.py`, `constraint_builder.py`: Copyright 2026 MotionSmith AI, all rights reserved. Not covered by
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+ the add-on's GPL license.
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+ - `motionsmith_kimodo_multiprompt.py`: derived from NVIDIA Kimodo, Apache-2.0 (`LICENSE-Kimodo-Apache-2.0.txt`).
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+
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+ ## Delivery
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+
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+ Release (P9-T2): `python worker/package.py` builds `dist/MotionSmith-Blender-Worker-<version>.zip` from the files
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+ above and `worker.json`. It is uploaded to the Hugging Face repo `Serqan/MotionSmith-Runtime` as
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+ `blender/worker/MotionSmith-Blender-Worker-<version>.zip`. The add-on's **Install Runtime** (after the runtime) and
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+ **Install Worker** unpack it into `<MSR>\Backend\scripts\blender\`, beside the Unreal plugin's worker in
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+ `Backend\scripts\`, which is left untouched. Bump `worker.json` and `runtime.WORKER_VERSION` together.