> For the complete documentation index, see [llms.txt](https://animotive.gitbook.io/animotive-kimodo/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://animotive.gitbook.io/animotive-kimodo/getting-started/preparing-your-level.md).

# Preparing Your Level for Animotive Kimodo

Before you can prompt an animation, you need a character in a **Level Sequence** with an **Animotive Kimodo** track. A Level Sequence is Unreal's timeline document — the equivalent of a sequence in a non-linear editor — and a **Level** is the scene it plays in. This page sets both up from scratch.

If you're using the bundled demo scene from [Quick Start](/animotive-kimodo/getting-started/quick-start.md) or [Getting Started with MetaHumans](/animotive-kimodo/getting-started/getting-started-metahumans.md), this is already done for you — skip ahead to [Prompting with Animotive Kimodo](/animotive-kimodo/getting-started/prompting-with-animotive-kimodo.md).

## Steps

1. **Use an existing Level, or create one** via **File → New Level**, or by right-clicking in the **Content Browser**.

   ![Creating a new Level](/files/N4oMo3YkmksuqiDxa5ZV)
2. **Use an existing Level Sequence, or create a new one** by right-clicking in the **Content Browser**.

   ![Creating a new Level Sequence](/files/TJBqWbDLFJc1eh300dPz)
3. **Add the Level Sequence to your Level** by dragging it from the Content Browser into the **Viewport**.
4. In the **Outliner**, right-click the Level Sequence and choose **Edit Level Sequence** — this opens it in the **Sequencer** window.

   ![Edit Level Sequence from the Outliner right-click menu](/files/S6bgdpHgmFG1ES4jxf0B)
5. **Drag your character into the Sequencer window** to add it to the Level Sequence. This creates a series of tracks for the character.
6. **Right-click the top-level track for your character** and choose **Add Animotive Kimodo Track**. This adds two tracks: an **Animotive Kimodo** track (for prompts) and a companion **Kimodo Constraints** track (for pinning poses).

![Add Animotive Kimodo Track from the Sequencer outliner right-click menu](/files/BeC2XUAVRI8g5KXBdoN7)

> **Don't see Add Animotive Kimodo Track?** The entry only appears on a **body** skeletal mesh — one whose skeleton has a `pelvis` or `root` bone. Face-only rigs and accessory bindings are filtered out by design. For a MetaHuman, right-click the **Body** sub-binding. If your character isn't a MetaHuman and the first generation prompts you to create a Skeleton Map for retargeting, accept it.

7. **Add a Control Rig to your character.** Using constraints in your prompt requires a Control Rig. To add the Control Rig track in Sequencer, click the **+** button next to your character's **Skeletal Mesh** track, choose **Control Rig**, search for your character's Control Rig, and select it.

   If you can't see the Control Rig in the search results, you may need to enable engine content — click the **cog** button next to the search field and tick **Engine Content**.

   If you need to create a Control Rig for your character, see Epic's guide on [Control Rigs](https://dev.epicgames.com/documentation/unreal-engine/how-to-create-control-rigs-in-unreal-engine).

## Next

Your character is ready to animate. Continue to [Prompting with Animotive Kimodo](/animotive-kimodo/getting-started/prompting-with-animotive-kimodo.md).
