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simgrammar the grammar of simulation

mechanism

Motion matching picks the next pose by searching a database of mocap frames for the best match to a query of current pose and desired trajectory. Learned motion matching replaces the database with three small networks: a Decompressor that maps a feature vector to a full pose, a Stepper that advances features one frame, and a Projector that maps a query to the nearest valid features, giving nearly identical output at constant CPU cost. HyperMotion trains a model on frames of full-team match capture to generate transitions in real time. Video-to-motion tools estimate 3D poses from ordinary video and retarget them onto a game rig. No physics is simulated.

limitations

  • Kinematic output ignores physics, so characters still clip or float when the environment differs from the training motion.
  • Learned motion matching saves memory but not per-character CPU time, which still limits crowd counts.
  • Video-to-motion quality depends on the uploaded footage; occlusion and camera motion produce artifacts that the game must filter or let players discard.

relations

3 stored edges
affects

Direct avatar control

Motion-matching-quality responsive locomotion fits in a few MB of weights, making it affordable on memory-constrained platforms and for more character types.

Deepens
affects

Generative content on demand

Players author new character motions from their own video (inZOI), so the animation set available to life-sim characters is no longer fixed by the studio's mocap library.

Deepens
deployed in

claims

4 with sources
c01high

Learned motion matching shrank a 590 MB motion matching locomotion system to about 17 MB of weights (8.5 MB with 16-bit quantization), about 70 times smaller, with nearly identical output and constant CPU cost.

src-ubisoft-2020-learned-motion-matching

c02medium

FIFA 22's HyperMotion used a machine learning algorithm over more than 8.7 million frames of 22-player match capture to generate player animation in real time, on PS5, Xbox Series X/S, and Stadia only.

src-wikipedia-fifa-22

c03high

inZOI lets players create character motions by uploading video files, disclosed as an AI-assisted feature.

src-steam-2025-inzoi

c04high

Unreal Engine ships database motion matching through its Pose Search plugin, the non-learned baseline that learned motion matching compresses.

src-epic-2026-motion-matching-docs

sources

4
Ubisoft La Forge (2020-07-30). Introducing Learned Motion Matching.
Wikipedia contributors (2026). FIFA 22. Wikipedia
inZOI Studio (2025-03). inZOI on Steam. Steam
Epic Games (2026). Motion Matching in Unreal Engine. Unreal Engine documentation

provenance

runs in log/runs
2026-10-24
created2026-10-24-techniques-world-modelstechnique