--- layout: release title: Motion System locale: en-US toc: true --- # Motion System Motion in DanceXR comes from several sources, configured at several levels, and can stack. This page is the map: where motion comes from, where settings live, and how layers combine. For terms (motion pass, override, dance set, remix, custom inherit), see [Concepts & glossary](concepts#motion-concepts). --- ## Motion sources There are five places motion can come from: 1. **A motion file** (VMD or BVH) loaded from disk. 2. **A dance set** — one audio file plus one or more motions, automatically detected when grouped in a folder or zip. 3. **Procedural motion** — generated at runtime by Auto Dance, Idle Motion, Catwalk, Lifelike Motions, and Secondary Motion. 4. **Keyframe animation** — manually authored poses in DanceXR. 5. **Remix** — using motion data from one dance set with audio from another. You can mix these. A typical scene plays a VMD-driven dance with a [secondary motion](features/secondary_motion) layer on top, plus [eye contact](features/eyecontact) and breathing handled by their own systems. --- ## The dance set unit A [dance set](features/dance_set) is the natural grouping for "a song". When you place a folder or zip in `motion/` containing one audio file and one or more matching VMD/BVH files, DanceXR groups them automatically. A loaded dance set: - Plays the audio. - Routes motions to actors (one motion per actor by default; reassignable). - Optionally drives the camera if a camera VMD is included. - Has a shared [music timing](features/music_timing) tied to the audio's BPM. The set is the unit you load, save, share, and remix. Individual motions still have their own settings (per-motion speed, loop range, etc.), but the dance set keeps them coordinated. [VMD2PNG](features/dance_set#vmd2png-v20263) (added in 2026.3) lets you load motion data from PNG files that encode VMD data — smaller, easier to share, includes a thumbnail. --- ## Settings hierarchy Motion settings live at three levels. When the same parameter exists at multiple levels, the more specific level wins. | Level | Page | Scope | |---|---|---| | System | [Motion settings](features/motion_settings) | Defaults for every motion in the scene | | Per-actor | [Actor motion settings](features/motion_settings) | Overrides for one actor's motion | | Per-motion | inside [Dance set](features/dance_set) | Per-motion tuning within the set | [Playback options](features/playback_options) — speed, loop mode, range — applies at the playback level (the audio/motion timeline as a whole). --- ## Assigning motion [Assigning motion](features/assign_motion) covers the actual mechanics: drag-drop a VMD onto the window, click *Assign To* in the audio/motion menu, or open the actor menu and pick from already-loaded motions. [Secondary motion](features/secondary_motion) — a secondary motion file that layers on top of the main motion — is assigned separately in the actor menu. Order matters when you have multiple actors. **Move Up / Move Down** in the actor [Tools menu](features/actor_tools#tools-menu) reorders actors, which changes which motion in the dance set they get when auto-assigned. [Spectator mode](features/spectator_mode) excludes an actor from auto-assignment. --- ## Layering and override When you want to combine or modify motions, four pages do related things — pick the right one for the job: | Want | Use | |---|---| | Replace specific bones in a motion (fix arm clipping, swap face) | [Motion override](features/motion_override) | | Pair motion from one dance set with audio from another | [Remix motion](features/remix) | Motion passes layer; override masks per-bone; inherit motion changes what counts as following what; remix is a higher-level swap of audio under the same motion. --- ## Procedural motion Generated at runtime, no source VMD needed: - [Idle motion](features/idle_motion) — breathing and quiet poses when nothing else is playing. - [Catwalk motion](features/catwalk) — procedural walk cycle. - [Auto Dance 1](features/autodance), [Auto Dance 2](features/autodance2), [Auto Dance 3](features/autodance3) — procedural dance generators. Use **Auto Dance 3** unless you have a reason to pick an earlier generation; it has rhythm analysis and the strongest variation. - [Lifelike motions](features/lifelike_motions) — micro-motions that make a paused or idle actor feel alive. - [Keyframe animation](features/keyframe_animation) — author your own poses with manual keyframes. [Idle motion](features/idle_motion), [Auto Dance](features/autodance), [Auto Dance 2](features/autodance2), and [Motion override](features/motion_override) all expose [gizmo cubes](controls#gizmo-cubes) for direct posing. --- ## Music timing [Music timing](features/music_timing) detects (or lets you set) the BPM and beat offset of the loaded audio. Several systems consume this: - [Auto Dance 3](features/autodance3) syncs motion changes to beats. - [Auto camera](features/auto_cam) can sync shot transitions to beats and respond to audio sensitivity. - [Auto update](features/autoupdate) can drive any setting from the beat signal. If procedural dance feels off-tempo, fix music timing first. --- ## Character behavior — the always-on layer Three systems run continuously, regardless of what motion is playing, to keep characters from looking robotic: - [Blink, breathing & eye contact](features/eyecontact) — eyelid behavior, automatic gaze targeting, breath rise/fall. - [Facial control](features/facial_control) — manual or automatic facial expression / morph blending. - [Lifelike motions](features/lifelike_motions) — small idle adjustments. These compose with whatever motion source you are using. --- ## Common problems | Symptom | Likely fix | |---|---| | Loaded a motion but nothing happened | Motion was loaded but not assigned — see [Assigning motion](features/assign_motion) | | Wrong actor got the dance | Reorder actors with Move Up / Down in [Tools menu](features/actor_tools#tools-menu) | | Motion runs at wrong speed | Check [playback options](features/playback_options) and per-motion speed in [dance set](features/dance_set) | | Procedural dance is off-beat | [Music timing](features/music_timing) — verify BPM and offset | | Arm clips through body | [Motion override](features/motion_override) on the offending arm bones | | Character looks dead between motions | Enable [idle motion](features/idle_motion), [eye contact](features/eyecontact), and [lifelike motions](features/lifelike_motions) | --- ## Related pages - [Concepts & glossary](concepts#motion-concepts) - [Working with actors](actors) - [AI in DanceXR](ai) — Auto Dance and AI-driven motion - [Cinematic camera](cameras) — Auto Cam reads music timing too