In This Tutorial
1 Who This Is For
If your studio's bread and butter is one of these, the animation_studio preset is for you:
- Technical / product / facility explainers — gear pumps, distillation rigs, retail walkthroughs, decarb pipelines.
- Forensic reconstructions — criminal cases, accident reproductions, data-driven scene replay from witness or survey timelines.
- Historical recreations — period environments, architectural fly-throughs, narrative establishing shots.
What these have in common: bulk asset ingest from outside Unreal, precise spatial placement, Sequencer-driven camera work, MRQ output, and brutal client revision churn. The preset is curated to compress all of that into the smallest viable command surface.
The animation_studio skill pack ships at v0.1 — useful as scaffolding but not yet production-hardened. Expect to wrap the included skills in studio-specific variants once you've used them on a real shot. The preset itself (curation + categories) is stable.
2 Loading the Preset
If you ran the setup wizard and picked animation as your workflow, you're already close — but animation_studio is the preset specifically tuned for shot-based commercial work. Load it manually:
{
"id": "preset",
"category": "config",
"command": "load_preset",
"parameters": { "preset": "animation_studio" }
}
What gets enabled:
- Tags:
core,animation,asset,level,rendering,shot,control_rig,live_link - Categories (whole-category enable):
sequencer,recording,viewport,modeling,control_rig,live_link,sourcecontrol - Skill pack:
animation_studio(5 skills described below)
What's left off: fps, combat, physics tags — gameplay scaffolding the preset assumes you don't need.
3 Ingesting CAD / FBX
The batch_ingest_fbx skill imports a folder of FBX / USD / OBJ files into one consistent destination, with consistent settings:
{
"category": "animation_studio",
"command": "batch_ingest_fbx",
"parameters": {
"source_dir": "D:/clients/AcmeCorp/cad_export",
"dest_path": "/Game/Ingest/AcmeCorp",
"extensions": ["fbx", "usd"],
"auto_material": true
}
}
The response lists every imported asset path and any files that were skipped (with reasons). Designed for the typical CAD-to-Unreal cycle on technical explainer projects: SolidWorks export → folder → one ingest call → ready to dress.
4 Setting Up a Camera Rig
Spawn a CineCameraActor framed on a target with sensible product-shot defaults:
{
"category": "animation_studio",
"command": "setup_camera_rig",
"parameters": {
"target_actor": "GearPump_01",
"radius": 600,
"height": 200,
"focal_length_mm": 50,
"name": "Cam_Hero_01"
}
}
The skill aims the camera at the target, sets manual focus to the target distance, and labels the actor for easy reference in Sequencer. You can pass target_location instead of target_actor to frame on an arbitrary point.
Spawn three or four cameras at different angles up front, then drive Sequencer Camera Cuts from there. "Move the hero camera 50 cm closer" becomes a one-line prompt to Claude instead of a manual viewport adjustment.
5 Exploded Views
For assembly explainers, the exploded_view skill takes a list of actors and pushes them outward along their pivot-to-center vector:
{
"category": "animation_studio",
"command": "exploded_view",
"parameters": {
"actors": ["Housing", "Rotor", "Stator", "Shaft", "BearingA", "BearingB"],
"factor": 2.0,
"apply": true
}
}
The response includes from and to transforms for every actor, so a follow-up Sequencer step can keyframe the assembly animation. Pass "apply": false if you just want the transforms back without modifying the actors yet.
For a non-centroid origin (e.g. exploding away from a fixed mounting plate), pass center: { x, y, z } in parameters.
6 Rendering a Shot
The render_shot skill queues a Level Sequence in Movie Render Queue. With a preset:
{
"category": "animation_studio",
"command": "render_shot",
"parameters": {
"sequence_path": "/Game/Sequences/Shot_01",
"preset_path": "/Game/RenderPresets/HighQuality_4K",
"output_subfolder": "Shot_01_v3"
}
}
If you don't pass a preset, the skill falls back to PNG sequence with 2× spatial samples and writes to {Project}/Saved/MovieRenders/<sequence_name>/. For most studios you'll want a named MoviePipelinePrimaryConfig asset and pass it via preset_path.
7 Material Swap Reveals
For cross-section reveals, branded material swaps mid-shot, or "before/after" effects on technical explainers:
{
"category": "animation_studio",
"command": "material_swap_reveal",
"parameters": {
"actors": ["Housing", "Rotor"],
"material_path": "/Game/Materials/M_CrossSection",
"material_index": 0
}
}
The skill auto-detects whether each actor is a StaticMeshActor or SkeletalMeshActor and applies the swap accordingly. Skipped actors (wrong type, missing component, or not found) come back in the response with reasons.
8 Honest Caveats
What this preset does not solve:
- Modeling outside Unreal. Most studios model in Maya, Blender, or Cinema 4D. The DCC-to-Unreal round-trip is still manual. A DCC bridge is on the roadmap as a separate companion plugin, not part of the preset.
- Art direction. Lighting mood, narrative beats, aesthetic decisions — all human work. CLAUDIUS speeds up the plumbing, not the cinematography.
- Forensic admissibility. For courtroom reconstructions, every AI-driven placement should be logged and signed off on by the human reconstructionist. A formal forensic audit trail is bespoke work, scoped per engagement.
- Control Rig and Live Link production-hardening. All write-side commands are Python-backed in v3.1.0 and work for the happy path.
bake_to_animationcreates the destination AnimSequence on the correct skeleton with the right length, but leaves curve population to your Sequencer Control Rig track — we'll harden that path with real studio hours.retarget_animationships two paths: a simple skeleton-swap on a duplicated AnimSequence, or full IK Retargeter viaIKRetargetBatchOperation; pick whichever matches your skeleton compatibility.
If your work hits these gaps and you'd like them addressed in your studio's pipeline, reach out about a custom engagement.