A long-form NPC body animation pack for Unreal Engine, designed for believable ambient character performance and MetaHuman-compatible presentation. This pack includes 72 NPC body animation sequences, with each motion lasting approximately 60 seconds, for cinematic staging, virtual production, gameplay prototyping, scene blocking, background characters, and natural NPC behavior.
The main Unreal Engine format contains animation sequences, Quinn / Epic Mannequin-compatible preview content, and a Motion Index DataTable under /Game/ESS_MotionPack/Data. This DataTable includes sequence names, categories, scene descriptions, generated prompt text, animation references, approximate duration, and frame rate for each motion.
Important media note: The human character visible in the thumbnail, screenshots, media gallery, and demo video is a MetaHuman-based demonstration character only. It is used to show how the included body animations can look on a compatible MetaHuman character. That MetaHuman character is not included in this product. No MetaHuman character, mesh, Blueprint, groom, face asset, MHPKG, MetaHuman Assembly, or MetaHuman-specific preview level map is provided.
The package includes Quinn / Epic Mannequin-compatible animation sequences and MetaHuman-body-skeleton retargeted animation sequences. The /Game/ESS_MotionPack/AS_MetaHuman folder contains animation assets only. To use the MetaHuman animation versions, add or import your own compatible MetaHuman character into the project.
Basic MetaHuman usage: open your MetaHuman Blueprint Class, select the Body component, then in the Details panel under Animation set Animation Mode to Use Animation Asset. In Anim to Play, choose one of the included MetaHuman-retargeted animation sequences from /Game/ESS_MotionPack/AS_MetaHuman, such as an AS_MH_... sequence. Enable Looping if you want the selected motion to repeat.
This animation pack does not require any Unreal Engine plugins for the included assets. Users who import, assemble, or use their own MetaHuman should enable the plugins required by their MetaHuman workflow. For MetaHuman import/assembly or ARKit face mapping workflows, this may include Live Link, Live Link Control Rig, and Apple ARKit Face Support.
Demo video:
https://youtu.be/Ava3wQtkbrY?si=Yx_Rt_0JssHAiJWI
The animations focus on extended, natural NPC presence rather than short repetitive idle loops. Motions include subtle weight shifts, pauses, gestures, waiting behavior, observation behavior, wandering, sitting loops, sit/stand transitions, walk/sit transitions, and walk-observe-walk behavior.
The motions were generated using Kimodo, a controllable human motion generation system described in:
Davis Rempe et al., "Kimodo: Scaling Controllable Human Motion Generation," arXiv:2603.15546, 2026.
https://arxiv.org/abs/2603.15546
Key Features
- 72 long-form NPC body animation sequences
- Each animation is approximately 60 seconds
- Includes MetaHuman-retargeted body animation sequences
- Includes Quinn / Epic Mannequin-compatible animation sequence versions where applicable
- Includes preview content for browsing the animation set with the included non-MetaHuman setup
- Includes a Motion Index DataTable with prompt text, scene descriptions, categories, sequence names, animation references, duration, and frame rate
- The MetaHuman-based character shown in the thumbnail, screenshots, media gallery, and demo video is for demonstration only and is not included
- No MetaHuman character, MHPKG, mesh, Blueprint, groom, face asset, MetaHuman Assembly, or MetaHuman-specific preview level map is included
- MetaHuman users can apply the included AS_MH_... animation sequences directly on their own MetaHuman Body component using Animation Mode: Use Animation Asset
- Suitable for ambient NPCs, cinematic scenes, virtual production, gameplay prototypes, scene blocking, and background characters
- Helps reduce obvious repetition compared with short looping idle clips
Motion Categories And Sequences
Standing Waiting Behaviors:
Queue Waiting Stand; Guarded Stand; Listening Stand; Neutral Waiting Stand; Checking Time Stand; Scanning Stand; Nervous Stand; Impatient Stand; Relaxed Stand; Alert Stand; Service Counter Stand; Conversation Stand
Observation Behaviors:
Soft Scan Observation; Focused Detail Check; Over Shoulder Look; Distant Search; Sign Reading Pause; Crowd Watching Pause; Display Inspection Pause; Guard Patrol Pause; Curious Lean Check; Cautious Corner Check; Decision Point Observation; Repeated Attention Shift
Wandering Behaviors:
Casual Wander Loop; Lost Wander Loop; Curious Wander Loop; Searching Wander Loop; Browsing Wander Loop; Purposeful Wander Loop; Distracted Wander Loop; Relaxed Loop Wander; Nervous Short Wander; Crowd Avoidance Wander; Window Shopping Wander; Return Path Wander
Walk To Sit Transitions:
Calm Chair Approach To Sit; Careful Seat Alignment; Side Step Chair Sit; Tired Controlled Sit; Formal Meeting Sit; Relaxed Lounge Sit
Sit To Stand Transitions:
Calm Rise From Seat; Alert Attention Stand; Tired Push To Stand; Careful Balanced Stand; Formal Rise To Stand; Nervous Rise And Settle
Sit To Walk Transitions:
Notice And Leave Seat; Calm Depart From Seat; Directed Exit From Seat; Wandering Resume From Seat; Purposeful Leave Seat
Walk Observe Walk Transitions:
Walk Stop Scan Continue; Walk Notice Decide Continue; Browsing Pause Continue; Cautious Check Continue; Curious Look Continue; Queue Advance Check Continue
Sitting Behaviors:
Relaxed Sitting Loop; Waiting Sitting Loop; Thinking Sitting Loop; Downward Attention Sitting Loop; Observing Sitting Loop; Reading Sitting Loop; Impatient Sitting Loop; Anxious Chair Height Waiting; Nervous Sitting Loop; Curious Sitting Loop; Tired Sitting Loop; Formal Sitting Loop; Social Listening Sitting Loop
This product is not an Epic Games product and is not endorsed by Epic Games.