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Automation Forge

Plugins / PerformanceForge

Working development build, and the flagship proof path.

2 plugins in this set.

Engine-only. No accounts, no models, no keys.

A performance-capture stage, inside the editor.

Sometimes the answer is not a model. Record a performer’s microphone and webcam onto one take clock, file every take with its manifest, and let a human performance drive the same pipelines the generated content came from.

What it does

01

Record voice alone, or voice and video, onto one take clock

02

Every take filed with its manifest — what it was, when, and from which session

03

Plan a session, run it, and choose the take that survives

04

The chosen take drives the same pipelines a generated result would

05

A director’s whole flow reachable by an agent as well as by a person

Seen, not described

Opens where PerformanceForge starts. Plan a session, record takes against a teleprompter that carries the line and the director’s note, keep your own voice or hand the timing to the character’s cast voice, and choose a take without destroying the ones you did not choose. It is the full walkthrough, so it carries the other sets too — a film about this one alone replaces it when it exists.

What it is

Generation is not always the right answer. A performance carries timing and intent a prompt does not reach, and for the scenes that decide whether a game lands, recording one is often the shorter path to something that works.

This is a miniature performance-capture stage inside the Unreal editor. Microphone and webcam are recorded onto a single take clock, so voice and video stay in step, and every take is filed with its manifest rather than dropped into a folder to be identified later.

It runs two ways. Solo, take by take, when you are trying something out. Or as a planned session: lines queued from elsewhere turn the panel into a teleprompter so the performer reads rather than remembers, a producer plans the job, and a director reviews, plays back and chooses. Nothing downstream runs until a take has been picked — because recording and spending are not the same decision.

What makes it PlayableOps rather than a recorder is what happens next: the take is a candidate like any other. It flows into the same pipelines the generated content came from, carrying the record of which session and which choice produced it — so replacing it later is a decision rather than an excavation.

Deliberately narrow. Capture and take management only: face solving belongs to FaceForge, voices to SpeechForge, body motion to MotionForge. It records the performance; the other sets are what it drives.

What is in the set

2 plugins, and what each one is for.

Install what you need. A toolset can be deleted and the capability beside it behaves identically; a provider can be deleted and the core still loads, with one fewer option.

PerformanceForge

Core

The stage: microphone and webcam on one take clock, sessions, and every take filed with its manifest.

Paid

Buy

PerformanceForge Toolset

Agent toolset

Planning sessions, running them, and choosing takes — as tools. Every function forwards to the subsystem and adds nothing, so a director’s whole flow is reachable by an agent.

Open source · Free

Add to accountGitHub

Asked first

What studios ask about PerformanceForge.

Why record when I could generate?

Because a performance carries timing and intent that a prompt does not reach. For a scene that has to land, a real read is often faster to get right than a generated one is to iterate into shape — and the take then drives exactly the same pipelines a generated result would.

Does it solve faces or lip-sync?

No. It captures and manages takes, and nothing else. Face solving is FaceForge, voice is SpeechForge, body motion is MotionForge. The recording is what feeds them.