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Motion Generation

The Motion tab is where you set prompts, add guides, generate motion, review History, and optionally run Motion Refinement or PostPro.

Account Bar

Handles login, credits, Help, Support, and Logout. If you are signed in, this is also where you refresh or add credits.

Target Armature And Readiness

Choose the character in Target Armature, then read the two readiness lines: one for Rig Setup and one for Local generation.

Generation Box

This is where you choose the prompt mode, task, timing, anchors, History, Motion Refinement, Seed, PostPro, and Advanced settings.

Trajectory Tools And Actions

Waypoints, Dense Path, Generate, Retry, and the bottom status line live below the main generation box.

Motion panel layout
Motion panel layout

Preset Prompts is the default local mode:

  • No login required
  • Uses the bundled 125-preset Kimodo library
  • Best starting point for a first generation test

The dropdown shows the preset label. Blaze Puppeteer also resolves the full preset text internally for generation.

Prompt mode
TaskBest forMain setup
InbetweeningFilling motion between blocked posesAnchors + Prompt
Text to MotionStarting a new clip from a promptPrompt + timing
WaypointHitting clear trajectory points on specific framesWaypoints + timing
Dense PathFollowing a designed trajectory through the sceneDense Path + timing

For Text to Motion, Waypoint, and Dense Path, the panel shows a Timing box with Start, End, Duration, and the Frames / Seconds toggle.

Task-specific controls

Use Text to Motion when you want to start a new clip from a preset or custom prompt.

Text to Motion Overview

Use Inbetweening when you want to block important poses and let Blaze Puppeteer fill the motion between them.

Inbetweening Overview

Anchors are the guide poses Blaze Puppeteer actually uses during inbetweening. Regular keyframes do not become anchors until you mark them.

Anchor scopeWhat it constrains
Full BodyThe full pose at that frame
HandsBoth hands end effector poses
FeetBoth feet end effector poses
MoreIndividual left or right hand and foot selection

The anchor editor also includes:

  • A current-frame add/remove button
  • Clear Anchors
  • Badges Visual indicators of anchors in timeline/dope sheet/graph editor/nla editor
  • Ghost Visual indicators of anchored poses in the 3D viewport
ControlModesWhat it helps you read
BadgesOff, Bars Only, Current, Hover, AlwaysShows anchor indicators in timeline/dope sheet/graph editor/nla editor. Use it to see where anchors exist without opening the anchor editor on every frame.
GhostOff, Current, Window, AllDraws anchor pose ghosts in the 3D viewport so you can compare the current pose against stored anchored poses. Window uses the Window frame value to limit nearby ghosts.
Badges and Ghost overlays
anchor badges shown in a timeline editor and anchor ghosts shown in the 3D viewport
ShortcutContextWhat it does
FObject Mode, Pose Mode, Dope Sheet, Graph Editor, NLA, SequencerToggle the current-frame anchor using the active anchor scope
DObject Mode, Pose Mode, Dope Sheet, Graph Editor, NLACreate or remove a manual hands-and-feet anchor

In the Sequencer, D is reserved for prompt strips instead of manual anchors.

Adding and clearing anchors

Prompt Sequencer turns one prompt into timed prompt segments across the generated motion range.

  1. Click the three-dot toggle next to the prompt field.

  2. Click Prompt Sequencer to open or focus a Sequencer area.

    Link scene
    Link scene
  3. In the Sequencer:

    • Press D to create a Blaze Puppeteer prompt strip at the current frame
    • Press E to edit the prompt text at the current frame
  4. Move or trim the strips with normal Sequencer tools. Turn on Color Bands if you want clearer strip feedback in timeline editors.

In Preset Prompts mode, each strip stores a preset choice. In Custom Prompts mode, each strip stores typed text.

Prompt Sequencer strip workflow

Color Bands adds colored strip markers to timeline/dope sheet/graph editor/nla editors so you can check the ranges of prompt strips without staying inside the Sequencer. It is a visual overlay only.

Prompt strips and Color Bands
Prompt strips and Color Bands
the Sequencer with Blaze Puppeteer prompt strips and a timeline editor view with Color Bands showing the same prompt ranges

Waypoints are frame-specific trajectory points (Empties) on the ground plane.

Waypoint Overview
  • Click Place to enter waypoint placement mode.
  • Left-click in the 3D Viewport to place a waypoint at the current frame.
  • Right-click or press Esc to leave placement mode.
  • If a waypoint already exists on that frame, the new click replaces it.
  • When Waypoint is not the active task, check the Use Waypoints checkbox if you want the placed waypoints layered onto another task.
Waypoint workflow

Dense Path is for continuous trajectory design instead of discrete trajectory points.

Dense Path Overview
  1. Click Draw.

  2. Draw in the viewport with the Annotation tool Blaze Puppeteer activates for this mode.

  3. Right-click or press Esc to finish and convert the stroke into an editable curve.

  4. Use Edit to adjust the curve.

When Dense Path is not the active task, check the Use Dense Path checkbox if you want the trajectory curve layered onto another task.

Dense Path workflow
Layered Motion Guidance

Every generated motion is stored in History as actions.

ActionWhat it does
Remove SelectedRemoves only the selected History entry
Remove FamilyRemoves the selected root generation and its derived children
Purge DerivedRemoves retries and refinements under the selected generation
Clear ArmatureRemoves all generated History for the current armature

Motion Refinement only appears when:

  • You are logged in
  • A generated History action is selected

Available refinement modes:

ModeWhat it does
VariationRequests alternate versions of the selected source motion
Extend/ShortenFits the selected source motion to a new duration
LoopMakes the selected source motion loop

Variation uses Variant Count. Extend/Shorten uses a target duration in Frames or Seconds.

Refining with Variation
Refining with Loop

Below History, Blaze Puppeteer exposes three smaller control areas:

SectionWhat it is for
SeedControls repeatability. Use Use Last to restore the last effective seed, or Random for a fresh variation.
PostProGives quick access to root extraction and unbaking. The PostPro settings that are active when you run Generate, Retry, or Motion Refinement are applied to the newly created motion automatically.
AdvancedExposes local Kimodo controls such as Denoising Steps, Text CFG, Constraint CFG, and Kimodo Motion Correction.

Once a motion exists in History, selecting it restores that motion’s saved PostPro state. The cleanup stays non-destructive, so you can turn options off or adjust them later and Blaze Puppeteer will reprocess or restore the result.

Use Post-Processing for the deeper explanation of what those cleanup options do.

Seed, PostPro, and Advanced controls
Seed, PostPro, and Advanced controls
the lower control areas for Seed, PostPro, and Advanced settings in the Motion panel

Confirm these four things:

  1. The readiness area shows Rig Setup: Ready and a working Local generation: label.
  2. Your guides match the active task: anchors for Inbetweening, prompt and timing for Text to Motion, waypoints for Waypoint, or a dense path for Dense Path.
  3. The prompt mode, prompt content, and timing match the motion you want.
  4. The active armature is the character you intend to animate.
  • Generate runs the current setup.
  • Retry reuses the last cached generation setup to create another generated motion.
  • Cancel only appears while generation is running.

During generation, the bottom of the panel switches to a progress report so you can see whether Blaze Puppeteer is preparing, processing, or finalizing the result.

Generate and progress feedback
Generate and progress feedback