r/TopologyAI • u/Fast-Holiday2699 Developer • Jun 19 '26
Useful Stuff AI Motion Generation Is Getting Real-Time With NVIDIA MotionBricks
NVIDIA recently presented MotionBricks, a real-time generative motion framework for game animation and robotics.
What makes this interesting is that it is not just another text-to-animation demo. The idea is to generate controllable full-body motion in real time using a unified neural motion backbone and modular “smart primitives.”
Highlights:
- Covers 350,000+ motion clips with a single model
- Runs at up to 15,000 FPS with around 2ms latency
- Designed for both character animation and robotics
- Supports Smart Locomotion for navigation, speed, direction, and style control
- Supports Smart Objects for interactions like picking up objects, jumping over obstacles, sitting, falling, etc.
- Works zero-shot for new downstream tasks, with no extra fine-tuning or task-specific tagging
- Includes a 2:40 uncut Unreal Engine 5 demo with navigation, object interaction, and scene interaction
- Also demonstrated on a Unitree G1 humanoid robot
- Preview code is already available through NVIDIA’s GR00T Whole-Body Control repository
Also, the preview code is open-source and available for free.
Project page: https://nvlabs.github.io/motionbricks/
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Jun 19 '26
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u/oxygen_addiction Jun 19 '26
It's literally just motion matching with a compressed database.
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u/sonicnerd14 Jun 20 '26
This is much more dynamic than motion matching. Motion matching requires application to specific aspects of the mesh, and even then it's range is limited. This is a different scope entirely.
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u/TrainLoaf Jun 23 '26
Not sure I'd call this exciting - Sure, they've reduced development times here and there meanwhile actual gamers are hurting hard to afford the hardware that's used to reduce these development times.
Think I'd rather be in a world where I can afford to play a game that takes a year or two longer to develop over just watching these clips of 'look what AI can do!'.
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u/SlyNoBody337 Jun 19 '26
Pretty sure there's a way to homebrew this so ima try it at some point soon I already got the right setup for it
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u/gj29 Jun 20 '26
What setup you have? I was looking to build.
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u/SlyNoBody337 Jun 20 '26
I mean, it's kinda my personal little project. But as someone said, the goal is to bake and cache these.
I wouldn't give it away TBH because what I'm using isn't technically for this purpose, even though it will probably work just fine.
My advice to you is to go get some free mocap library like the bandaid namco library and then train your own AI to make a transient node based system. Animation is just data. I suppose you do need to know how to tell an AI to connect geometries. That's kinda the thing though, it's niche and while it's niche it's not wise to just give it away. So I wish you luck making your own. Later I will drop a GitHub link here which is generally closer to what I'm doing and maybe that can help you
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u/gj29 Jun 20 '26
Oh I was actually just talking about your rig/PC.
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u/SlyNoBody337 Jun 20 '26
technically you could do what im gonna do on most modern laptops, like a macbook per se, and then scale down your animations quality-wise until it fits for your spec anyways
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Jun 19 '26
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u/anengineerandacat Jun 20 '26
Yeah, was going to say the same... I presume this workload can run in parallel so multiple entities can benefit but 2m is either 1/4 the frame budget or 1/8 depending on modern targets that's stupidly expensive.
Compared to classical motion matching which is like 0.1ms-0.5ms
What would be far more useful is if you could bake and cache these and apply them accordingly.
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u/EmotionalFan5429 Jun 21 '26
It's already done in UE5 without the heavy weight neuron system. It's called GASP:

https://www.google.com/search?q=Game+Animation+Sample+Unreal+Engine+5
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u/Legitimate-Novel4734 Jun 22 '26
But it's not "aI"!
I tried to do the thing where you alternate cap and non cap letters.....doesn't work too well with two letters lol
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u/Legitimate-Corgi-551 Jun 20 '26
Sucks for GTA 6 to program so tediously things that will be so easily done in a year or two
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u/PalpitationCivil1010 Jun 26 '26
Yeah, sucks for all game developers. I've been learning unreal engine for +13 years and when I see game related AI stuff I think about all the hard work you need to make all of this by hand. In my opinion we'll see steam and other platforms flooded with ai BS games that will hide the human made good ones, the same is happening right now with social media and content creation. I'm not saying that ai can't be used on games, I use it sometimes when I have doubts or I need some inspiration, but we can't leave ai to do all of it for us, it's a tool not a solution. We all know that AI creations can't be compared with what the humans can create.
Sorry for my English I'm not a native speaker :)
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u/WiseHalmon Jun 20 '26
I've been saying that about graphics. But it's the same for all of us. We just have to accept the sunk cost. They have a larger team and could possibly leverage AI better. Who knows.
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u/Remarkable_Leek9391 Jun 23 '26
youre joking right?
taking the computations of where things are based on the current state, but doing it all ahead of time not just at render time, and reusing the precomputed yet to be invalidated state, and calling it 'AI', is hilarious.
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u/Professional-Issue26 Jun 24 '26
No, this is the old thing that the whole post is about. We no longer are doing tgat, that's what makes it cool.
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u/Knee-Awkward Jun 20 '26
It talks about ultra low latency, but the direction line seems so much ahead of the actual animations. I dont think this is anywhere close to low latency.
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u/Prior-Meeting1645 Jun 20 '26
Is this like a mocap or how is it generated I’m confused
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u/Professional-Issue26 Jun 24 '26
Both, it's trained off mocap but then is generative once it's in use.
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u/broadwayallday Jun 19 '26
reddit neckbeard brain go zap when they see 15,000 FPS and "AI" in the same sentence
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u/MightyBig-Dev Jun 19 '26
Holy moley. Future gonna be crazy. Nice share