Choose a reference with visible contact
Keep the subject, feet, and interaction point inside one continuous shot.
Plan a MiniMax H3 video-to-video motion reference for an Unreal character. Specify the source action, camera, and timing, then review the clip for contact and continuity before building or retargeting animation in your project.
How it works
Choose one action, inspect the video, and plan the engine checks required for the character.

Use a short source segment that shows the start, contact, and finish.

Avoid cuts, occlusion, and camera moves that hide the motion.

Keep the action order explicit and avoid changing several scene details.
Compare the output against the source and flag visible mismatches.
Confirm skeleton, root motion, graph, collision, and camera behavior in the actual build.
Pick a starting point
Work on the source shot, movement timing, Unreal handoff, or gameplay validation.
Use one continuous action with the subject and contact points in view.
Prepare a motion-reference brief for a single performer turning, taking two steps, and pointing toward a doorway. Keep the camera fixed, show the full body and feet, and avoid cuts or another person crossing the frame. State what should remain unchanged in the scene and what part of the movement the video reference is meant to convey.
Choose a clean reference moment ↗Why SEELE
Keep the subject, feet, and interaction point inside one continuous shot.
A steady view makes it easier to compare the source action with the generated clip.
Look for foot sliding, missed contact, pose drift, and changes in action order.
A motion-transfer clip is visual reference; it does not establish a retargeted Unreal animation asset.
List skeleton mapping, root motion, animation graph, and collision questions for the project.
Check the motion with the project character, camera, controls, and movement rules.
Who it’s for
A concise handoff lets animators and technical artists separate visual reference from engine work.

Choose a clean source moment and note the contact and timing to compare.
MiniMax H3 Game UI Motion for Unreal UMG ↗
Separate reference footage from skeleton, root motion, and animation graph work.
MiniMax H3 for Unreal Engine ↗
Check whether the movement reads with the project character and gameplay camera.
MiniMax H3 for Unreal Engine ↗Compare
MiniMax H3 produces video; an Unreal animation asset requires a separate, verified workflow.
| Feature | A reviewed motion-reference workflow | A video output assumed to be an Unreal animation |
|---|---|---|
| Input | One clear action with full-body contact visible | A crowded clip with cuts and hidden feet |
| Motion transfer | A video reference whose scene and action are reviewed | An assumed direct skeleton or animation export |
| Unreal handoff | Skeleton, root motion, and animation graph checked in project | A video clip treated as an engine-ready asset |
| Validation | Contact, timing, and movement tested with the project character | Visual resemblance treated as proof of gameplay fit |
| Scope | One motion segment and a defined review question | A long sequence with several changing actions |
Reviews
Watch creator videos about SEELE AI and confirm current editor options before relying on a specific capability.
FAQ
MiniMax describes H3 as a multimodal video model with video-to-video motion transfer. Treat the result as a video clip and verify its movement before using it as a reference.
The official H3 material describes generated video, not a retargeted Unreal skeletal animation file. Plan a separate animation handoff and test it on the project skeleton.
Choose one continuous action with the full body, feet, and contact point visible. A fixed camera and uncluttered background make the movement easier to inspect.
Use footage you have permission to use and check the model provider’s terms. Keep identity and likeness rights in mind when the performer is recognizable.
Name the source action, what should stay consistent, what movement should change, and how the result will be reviewed. Avoid combining several actions in one pass.
Compare foot contact with the source timing and watch the character against the floor. Then test the movement with the target rig and Unreal movement settings.
Root motion controls whether character movement comes from the animation or from gameplay code. Decide how the project handles it and test the chosen setup in Unreal.
A rendered video is not itself a skeletal animation to retarget. Any conversion or reconstruction step needs its own tools and validation.
Review skeleton compatibility, pose, foot and hand contacts, root motion, animation graph behavior, collision, and the gameplay camera.
No. Visual similarity does not confirm timing, collisions, control response, or compatibility with the project skeleton. Test the animation in the playable build.
A single continuous shot is easier to evaluate. If a clip contains cuts, separate the actions and specify which segment should guide the motion.
Keep the reference to the shortest segment that shows the action and its contact. Check the current MiniMax H3 input limits before preparing a clip.
This page does not establish a MiniMax H3 integration in SEELE AI. Check the current Workspace options and use the video model through a supported provider workflow.
Include the source clip, action timing, reference frame, target skeleton, root motion choice, expected contacts, and the Unreal tests that remain.
Describe the source action and what the project character needs to do.
Plan a motion reference →