Load a Mixamo-style .fbx motion, play it, then pause on any
frame to pose the body. Drag a hand or foot for full-limb IK, an elbow or knee
to hinge it, the hips to move the body, the chest to bend the torso, or the
head to aim it. Click any joint for local rotation rings. Edits are stored as
falloff-blended keys layered over the base motion, so the surrounding frames
ease smoothly into your pose — nothing ever stretches a bone. Best on desktop.
- Space
- Play / pause
- ← / →
- Step 1 frame (Shift: 5)
- [ / ]
- Jump between edit keys
- Trim
- drag the bracket handles to clip the motion; playback and export use the trimmed range; double-click a handle to reset.
- ≣
- toggle per-limb timeline tracks — one lane per body part (head, arms, spine, hips, legs), each key shown on the lanes it actually edits.
- Drag hand/foot
- IK limb
- Drag elbow/knee
- Hinge (puppet drag)
- Drag hips
- Move body
- Drag chest
- Bend torso
- Drag head
- Aim head
- Click joint
- Rotation rings (Shift: 15° snap)
- Selected joint
- Lime dot = drag to move · thin rings = rotate
- Esc
- Cancel drag / deselect
- Ctrl/Cmd+Z
- Undo
- Ctrl/Cmd+Shift+Z
- Redo
Bone lengths are locked — the puppet can't stretch.
Takes
An FBX can carry several takes (AnimStacks). The Take selector in the
Motion panel switches between them — switching discards your edit keys
after a confirm, since keys are tied to one take's frames.
Camera
- Orbit
- Left-drag
- Pan
- Right-drag / two-finger, or the "pan" ◀ ▲ ▼ ▶ buttons — screen-space (click to step, hold to pan continuously)
- Move
- The "move" ◀ ▲ ▼ ▶ buttons — ground-plane truck/dolly (click to step, hold to move continuously)
- Zoom
- Wheel — zooms to cursor
- Frame
- F key or double-click — focuses the selected joint at a comfortable distance, or the whole model if nothing's selected
- Recenter
- ⛶ button — always reframes the whole model
- Axis widget
- top-right gizmo — click an axis dot to snap the
view to that axis (X/Y/Z, filled = positive, hollow = negative); click the
center to toggle a near-isometric (low-perspective) projection.
Key settings
- Strength
- how strongly the key's pose is enforced — 100% hits it exactly, lower lets the original motion pull back through.
- Hold
- frames around the key where the pose sticks at full strength.
- Blend in/out
- how far before/after the edit eases in and out.
- Curve
- soft spreads the change gently across the blend window; sharp keeps the surrounding motion nearly untouched and snaps in close to the key.
New keys reuse your last-used settings. Click a key diamond or drag a body part to open the floating key editor.
Offsets
A second, additive edit layer on top of keys: an offset interval nudges a
limb's rotation (or, for the hips, position too) by a fixed amount across a
frame range, easing in and out at both ends rather than pinning an exact pose.
"Add offset at playhead" targets the selected joint's whole limb — or the hips
if nothing's selected — centered 15 frames either side of the current frame.
Offset bars show on the timeline in accent blue; click one to reopen its
editor. Offsets ride the undo stack, save with the session, and bake straight
into the export, same as keys.
Orientation
- Rotate
- six buttons turn the model about a world axis by the active step chip (1° / 5° / 15° / 90°); click for one step, press and hold to repeat.
- Move
- six buttons nudge the whole model along a world axis by the active S/M/L chip, scaled to the model's own height; click for one step, press and hold to repeat.
- Upright
- makes the current frame exactly vertical (head over hips), then grounds it.
- Ground
- drops the character onto the floor using the animated pose, not just its rest-pose bounds.
- Reset
- restores the raw file orientation and position.
Feet
Mocap feet tend to slide during a planted step (the ankle drifts a little
frame to frame even while the foot looks stuck) or clip through the floor once
you've re-oriented or edited the take. "Pin feet on contact" detects the spans
where each foot is low and nearly still, then IK-locks that ankle to one spot for
the whole span — reach for it when a walk/run/idle looks like it's skating.
"Keep feet above floor" separately clamps an ankle back up whenever it dips below
its own lowest planted height — reach for it when a foot pokes through the ground
after Orientation edits or pose keys. Both apply live to playback/scrubbing and
bake into the .glb export; the ghost and motion-trail overlays
intentionally keep showing the unfixed motion underneath.