Reconstruct with AI - new button for body captures that rebuilds the animation with NVIDIA MotionBricks: key poses come from the capture and the motion between them is generated
Before / After comparison - the capture and the AI version play side by side, labelled BEFORE and AFTER, in sync and turning together when you orbit either one
Export both - Export writes the capture and the AI version together, the AI version as <name>_rebuilt.fbx
Model download - the MotionBricks model (about 730 MB) downloads once on first use, with a progress bar; it is shared with AI Animator, so an existing install is reused
Progress - the animation area shows the loader while the model downloads and while reconstructing, with a cancel button
Looks like the video - the AI version follows the performance closely: hips, spine and limbs are pulled back wherever the AI drifts from the capture
Smoother motion - the AI version is about half as jerky as the capture on the test clips
Kick height - kicks keep their full height instead of coming out low
Planted feet - feet the performer keeps planted stay planted in the AI version; feet that move in the video still move
Wrists - wrists keep the capture's bend, so they no longer wobble or spin
Hands behind the body - a hand that passes behind the body in the video (floss, chambered fists) now goes behind it instead of hitting the torso
Reset camera button - centred on the character dropdown
Sliding feet - the AI version's feet no longer slide while planted
Joins - removed the hitches where generated pieces of motion met
Humanoid Retargeter required - Reconstruct with AI needs the Humanoid Retargeter library installed in the project
Body captures only - Reconstruct with AI is not available for First Person hand captures
Capture-only parts - fingers, wrists, neck and head always come from the capture
Very quick moves - moves quicker than about half a second (such as fast repeated kicks) come mostly from the capture