Since there are indeed many features, in order to avoid cluttering the release page, I have placed the detailed feature descriptions in the downloaded attachments, within the two documentation files. If you would like to learn about the specific new features I have added, please download the attachments for details!
I'd like to introduce a major feature: Clip Sequencer. I didn't go into much detail before because the version wasn't stable yet and the feature is quite complex, so I only gave it a brief mention. In fact, within this entire plugin, Clip Sequencer is the most important and indispensable powerful feature. It embodies all my understanding of animation production, and I believe it can completely change the situation where making animations is extremely time‑consuming.
I suspect that not many people have noticed it, and even if they have, they probably don't know exactly how to use it. Today I'm here to teach you. I've given a rough introduction before. Essentially, it's a capability to save motion clips and then load them. It can simultaneously save four types of data:
Video 1
In this video, I enter the motion editing interface and load an action of a finger counting from one to three. You can see that in the editing area of the timeline on the left, some red lines appear on several related controls. These red lines represent the latest positions of the keyframes and indicate that the action clip has been successfully written to the timeline.
Next, I play the animation—the character's right hand starts counting from one to three—and then I undo the operation, causing the red lines to disappear. In the second attempt, I modify the initial position of the character's right hand, and then load the same saved action (the right hand counting from one to three) at the modified position. You can see that after the initial position of the right hand changes, the subsequent motion positions also change accordingly. This demonstrates the stacking/overlay property.
I. Rewriting trajectory rather than positional information
The biggest difference is that it saves offsets rather than absolute spatial positions. This frees the saved animation clip from any dependence on the anchor point (root node or world coordinates) in the original keyframes, making it a special ability that can be loaded anywhere without being dragged back to the original position—completely decoupled from the character's root node.
II. Characteristics of saving and loading
When saving, you can freely select local controllers (e.g., only head, chest, shoulders) and choose a time range to save. When loading, the action starts writing from the current playhead (the cursor on the timeline) and only affects the data involved at the time of saving; other controllers or animation segments on the timeline at other time ranges remain untouched.
III. Special overlay feature and the possibility of secondary editing
For example, you can take a ten‑second walking clip and load a dancing animation onto it using Action Editing—both animations will be inherited simultaneously. There were similar concepts before, such as the blend playback feature on the original timeline, where multiple animations each controlled part of the body and were mixed according to a set ratio, with the final motion depending on which had a larger proportion. However, this overlay feature is completely different. It is not blend playback; instead, it recalculates the current animation curve at the same time with the selected loaded offset to produce the final positional answer. This process allows the character to inherit 100% of both animations' motions simultaneously, with no reduction.
IV. Two modes: Standard Mode and Anchor Mode
The differences are:
Video 2
Here I first demonstrate how to save action clips and configure the settings, and then show the loading process in anchor mode. You can see that I set the chest as the anchor point for this action clip. When I load the clip, moving the chest (the anchor controller) causes all other following controllers to reposition themselves based on their relative positions to the anchor at the time of saving. Even when I add several keyframes to the chest's curve, all the following controllers inherit that motion as well.
V. UI parameters for loading
In the loading interface UI, there are parameters such as controller amplitude, deformation amplitude, speed, etc. These are applied when loading any saved action. Once set, the loaded action data will have corresponding scaling, so you can easily change the speed, adjust the motion amplitude, and more.
VI. Flipping capability
Action Editing includes a built‑in flip function. Simply check the option when loading, and the action data will be flipped before being added to the timeline. This can save a lot of time. It supports flipping controllers and supports flipping finger bones and those deformations (with added left‑right mapping), but other ordinary deformations are not supported.
Let me know if you need any adjustments!
Video 3
This is a free-form demonstration of my workflow. I randomly select several actions, load them, and play them back. You can use this to observe the features and applicable scope of this function.
This is a modified plugin, extended from AcidBubbles Timeline v.291.
First and foremost, thanks to AcidBubbles — Timeline is the most mature animation engine in the VaM community, and its code quality and UI architecture made this modification possible. Every new feature in this version is built on top of the original work.
Additional thanks to Stopper (Attach to Vertex) and Skynet (Rigify) for their reference and inspiration in feature design.
The modifications fall into two areas: editing interaction upgrades and a procedural baking system.
### Editing Features
**Undo / Redo**
Before: Timeline had no undo mechanism. Delete a keyframe by mistake and it was permanent. Every action carried the risk of irreversible damage.
Now: A complete undo/redo system that saves full snapshots of curve keyframes and trigger states, supporting up to 30 steps. ↩/↪ buttons on the Dope Sheet show available states in real time, with keyboard shortcuts Ctrl+Z / Ctrl+Y / Ctrl+Shift+Z as well. VR users can use the buttons.
What it means: You can experiment freely without the fear of breaking something permanently.
**Box Selection & Batch Operations**
Before: The Dope Sheet only allowed single-click keyframe selection. No multi-select, no box select, no copy-paste. To delete five scattered keyframes, you clicked five times. To copy a motion segment elsewhere, you rebuilt it manually frame by frame.
Now: Hold Shift and drag your mouse to draw a selection rectangle — every keyframe inside gets selected at once, across controllers and time positions. Works the same way in VR with controller drag. Once selected, Delete removes them all, Ctrl+C/X copies or cuts (with time positions and curve types intact), Ctrl+V pastes them all at the current scrubber position.
What it means: A repetitive five-click operation becomes a single drag.
By the way, we've now added a shortcut — pressing Ctrl+B directly triggers adding keyframes for all controls
**+1s / -1s Buttons**
Before: Changing clip length meant opening the settings panel, breaking your editing flow.
Now: Click +1s or -1s directly on the anima
tn selector row. +1s auto-extends the last frame to prevent validation errors, -1s trims and fills edge frames.
What it means: Adjust length on the fly without leaving the editing view.
**Split / Merge**
Before: Timeline had no way to cut or merge clips. After recording a motion capture take, the entire long animation was locked as one piece. You couldn't isolate a segment for refinement, and you couldn't stitch multiple pieces together.
Now: Supports range cut (extract a segment as a new clip), even split (2-10 parts), and multi-clip merge. A full snapshot is saved before each operation, so you can always undo.
What it means: Motion capture recordings can finally be dissected and reassembled — an essential step in post-processing.
**Morph & Controller Presets**
After adding controllers and morph parameters as control items on the timeline (so they appear in the Dope Sheet as rows where you can place keyframes), you can save that configuration as a preset file. The preset records which controllers and which morph parameters have control items on the timeline — not the values of those parameters at the time of saving.
When you load the preset later, the system recreates those same control items on the timeline for the current animation. The controllers and morphs become available as rows in the Dope Sheet, ready for keyframe editing. This is purely a timeline workspace setup tool — it does not store or restore any keyframe data or parameter values.
You can load presets multiple times and build up the timeline incrementally. For example, load a controller preset first to bring in the controller rows you need, then load a morph preset to add morph control items on top. If a preset contains control items that are already on the timeline, they are not duplicated — only the ones not yet present are added. This lets you compose the timeline workspace from multiple presets without creating redundant rows.
---
Mouse Box Selection & Undo Demo
### Baking System
I created a large number of automatic baking tools, each designed to meet different needs in various animation scenarios. Originally there were only one or two, but as I worked on them, ideas kept flowing — one inspiration after another — and the number grew. If you think of Timeline as a program, then these baking features are like a dozen plugins. But don't worry — it won't take much effort to understand them. Because while each tool has a different purpose, they all produce the same result: automatically writing keyframes to the timeline using a specific calculation method. Yes, direct writing, not manual keyframing one by one.
The entire baking system revolves around one fundamental intention: replace the repetitive, mechanical, frame-by-frame manual adjustments in animation production with algorithms or physics simulation, so creators can focus on motion design and rhythm control instead of frame-level grunt work.
Time and energy are the scarcest resources for a creator. If a motion requires manually tweaking sixty keyframes just to achieve a natural follow-through effect, then the workflow itself is broken. The purpose of baking tools is to automate the steps that are necessary but not creative.
This baking system categorizes automation into three paths:
Basic Operations — Mathematical transformations on existing animation (overlay, offset, mirror, scale);
Physics Simulation — Using physics engines or mathematical models to simulate real-world mechanical responses;
Procedural Generation — Algorithms that create or modify motion from scratch, replacing manual keyframing.
Music & Rhythm —
16 baking tools in total:
**Basic Operations**
Mathematical transformations on existing keyframes. Same input always produces the same output.
Reference Bake
Select a driver controller. Its world-space motion offset is calculated and written as an increment into the follower's keyframes. The follower's original motion is preserved and superimposed. Supports delayed follow and amplitude scaling.
Rotate / Offset Bake
Applies a uniform spatial transform to all keyframes of selected controllers within a time range. Offset mode applies X/Y/Z displacement; Rotation mode applies angular rotation. Supports child inheritance toggle and periodic rotation increments.
Flip / Mirror Bake
Flip mode mirrors motion from one side of the body to the other along the centerline (right punch becomes left punch). Mirror mode copies the trajectory to the target side with optional time reversal and trajectory reversal.
Momentum Amplification
Calculates each controller's displacement from its starting position and scales it by the specified multiplier. 1.0 = unchanged, 2.0 = double, 0.5 = half, 0 = frozen, negative = reversed. Position only.
================
**Physics Simulation**
Uses physics engines or mathematical models to simulate real-world mechanical responses. Keyframes are sampled from the simulation results; no runtime physics engine needed afterward.
Physics Sim Bake
Temporarily hands control to VaM's Unity physics engine. The animation plays while the physics engine calculates collision, inertia, and damping in real time, then writes keyframes at the specified sample rate. Independent X/Y/Z gravity axis controls. Built-in presets: Default, Soft, Weightless, Heavy, Rigid, Custom.
Adhesion Bake
Reads the actual vertex positions after skin deformation via GPU, locking the controller to the nearest vertex. Offers bind mode (real-time snapping) and auto-bake mode. Ideal for jewelry, earrings, and accessories that need to follow skin without clipping.
Shockwave Bake
Select an impact point. The shockwave propagates outward at a set speed. Each controller's distance from the impact point determines its reaction time and vibration amplitude. Simulates chain reactions from hits and collisions.
================
**Procedural Generation**
Algorithms create motion from scratch or apply structural modifications to existing motion. No physics engine involved.
Stepper
Select a structure with left/right body parts as the anchor (e.g., pelvis + feet). The algorithm calculates foot placement and body posture for each step via pivot-flip math. Supports real-time footprint preview, custom lift pose, and intermediate frame recording.
Turn Bake
Captures the current pose, calculates the turn angle, and generates a five-frame turn sequence (neutral transition, lift inner foot, plant and begin turn, lift outer foot, complete rotation back to neutral). Auto-pairs left and right feet.
Curve Bake
Applies easing curves to control how motion is distributed over time. Presets: ease-in, ease-out, ease-in-out, linear. Custom speed curve with four adjustable parameters (strength, power, start offset, duration).
Arc Gen
Inserts procedural arc paths between two keyframes. Nine curve types: Sine, Multi Sine, S-Curve, Parabola, Circle, Figure-8, Petal, Ellipse. Auto-detects the nearest keyframes around the scrubber or accepts manual time range. Real-time 3D preview.
Clip Sequencer
Saves motion trajectories rather than absolute positions. The first frame of the time range is used as the reference; all subsequent motion is stored as offsets. On load, it rewrites the trajectory atop the current pose. Standard mode (pose-relative) and anchor mode (preserves spatial relationships between anchor and followers). Cross-character and cross-scene reusable.
Noise Bake
Adds natural irregular micro-motion to overly clean animations using Perlin noise. Adjustable frequency (jitter speed) and amplitude (jitter magnitude). Random seed changes the noise pattern.
Spatial offset stacking demo: rotation offset + position offset + arc offset + base offset.
Custom Speed Curve and Momentum Curve Demo
In the first part of the video, there's an animation of a sexual intercourse scene. The rhythm of the protagonist's thrusts starts out consistent, but after applying the speed curve, the motion begins to take on a new distribution. You can use this curve to create motion rhythms that change over time.
In the second part of the video, the momentum curve is demonstrated. The process is similar — this allows you to control the motion intensity relative to the starting frame, giving you control over the pace and emphasis of the movement.
The custom curve editing interface is controlled using the V key. With the V key, you can drag control handles and also add new ones.
Using the Stepper, through its pose-flipping mechanism, you can generate a walking animation from any custom pose.
This is a demonstration of action flipping and action mirroring. The first half shows mirroring, and the second half shows flipping. You can see that the fingers are cloned over perfectly in both cases.
This is a demo animation of motion clipping. In essence, it functions as a save feature that captures the motion trajectory of a selected controller (as opposed to its position). When loading, it can use the controller's current position as the starting point and replay the saved motion trajectory, making motion reuse possible."It should be noted that motion clipping does not simply play back the previously saved trajectory. Depending on where it is loaded on the timeline, it will automatically superimpose and compute the motion information from all keyframes at that position. (For details, please refer to the demonstration around the two-minute mark in the video.) To give a simple example: if you already have a 10-second walking animation on your timeline and you load a dancing motion trajectory onto the same time slot, the two will be overlaid, and you will get a motion clip that combines dancing with walking."
This is one way to use rotation offset. For keyframes that have already been set, you can batch-modify their spatial position information (this feature also works on recorded motion). If you've recorded a motion clip and find that something isn't aligned properly, you can use this feature to make direct corrections."
Are you still tweaking keyframes frame by frame? Whether you're rotating or repositioning, you can freely set exactly how far to move or how many degrees to rotate per second — all with ease. It supports unlimited stacking, and the operation directly modifies the spatial data of all keyframes within the specified time range. Not satisfied? Undo anytime!
This is a demonstration of the method using custom in-between frames
This is the method for turning around. It uses a fixed pattern that only generates five frames based on the current pose. It is designed purely for convenient turning, and is limited to the legs only. If you have higher requirements, please try the pose index feature.
The video above only demonstrates a portion of this baking system's functionality—there are many more features that have not been shown. For details, please download my attachment, which contains a beautifully designed documentation file!
================
---
This release includes demo videos and two downloadable manuals:
- **Editing Features Manual** — Undo/Redo, Box Selection & Batch Operations, Morph & Controller Presets, Split & Merge, Timeline Length Shortcuts
- **Baking System Manual** — Core principles, step-by-step instructions, and parameter details for all baking tools
Support: https://www.patreon.com/c/yananyannuo/recommendations
Disclaimer: This plugin was modified with AI assistance. The author's English is limited; documentation was completed with the help of translation software. Please excuse any awkward phrasing.
I'd like to introduce a major feature: Clip Sequencer. I didn't go into much detail before because the version wasn't stable yet and the feature is quite complex, so I only gave it a brief mention. In fact, within this entire plugin, Clip Sequencer is the most important and indispensable powerful feature. It embodies all my understanding of animation production, and I believe it can completely change the situation where making animations is extremely time‑consuming.
I suspect that not many people have noticed it, and even if they have, they probably don't know exactly how to use it. Today I'm here to teach you. I've given a rough introduction before. Essentially, it's a capability to save motion clips and then load them. It can simultaneously save four types of data:
- The offset of controller keyframes within a time range.
- The relative positions of controllers.
- Deformation data.
- The plugin's finger bone data.
Video 1
In this video, I enter the motion editing interface and load an action of a finger counting from one to three. You can see that in the editing area of the timeline on the left, some red lines appear on several related controls. These red lines represent the latest positions of the keyframes and indicate that the action clip has been successfully written to the timeline.
Next, I play the animation—the character's right hand starts counting from one to three—and then I undo the operation, causing the red lines to disappear. In the second attempt, I modify the initial position of the character's right hand, and then load the same saved action (the right hand counting from one to three) at the modified position. You can see that after the initial position of the right hand changes, the subsequent motion positions also change accordingly. This demonstrates the stacking/overlay property.
I. Rewriting trajectory rather than positional information
The biggest difference is that it saves offsets rather than absolute spatial positions. This frees the saved animation clip from any dependence on the anchor point (root node or world coordinates) in the original keyframes, making it a special ability that can be loaded anywhere without being dragged back to the original position—completely decoupled from the character's root node.
II. Characteristics of saving and loading
When saving, you can freely select local controllers (e.g., only head, chest, shoulders) and choose a time range to save. When loading, the action starts writing from the current playhead (the cursor on the timeline) and only affects the data involved at the time of saving; other controllers or animation segments on the timeline at other time ranges remain untouched.
III. Special overlay feature and the possibility of secondary editing
For example, you can take a ten‑second walking clip and load a dancing animation onto it using Action Editing—both animations will be inherited simultaneously. There were similar concepts before, such as the blend playback feature on the original timeline, where multiple animations each controlled part of the body and were mixed according to a set ratio, with the final motion depending on which had a larger proportion. However, this overlay feature is completely different. It is not blend playback; instead, it recalculates the current animation curve at the same time with the selected loaded offset to produce the final positional answer. This process allows the character to inherit 100% of both animations' motions simultaneously, with no reduction.
IV. Two modes: Standard Mode and Anchor Mode
The differences are:
- Standard Mode: All saved controllers overlay motion trajectories according to their current positions.
- Anchor Mode: One controller is selected as the anchor, while the other controllers save their relative positions (spatial offset and rotation relative to the anchor) over the entire time range. When loading, the anchor first overlays its motion trajectory in Standard Mode, then the following controllers have their spatial positional keyframes resolved into the editing area according to the relative positions saved with the anchor at the time of saving. This way, no matter where you place the anchor, the followers will strictly maintain their original relative positional relationship with the anchor.
Video 2
Here I first demonstrate how to save action clips and configure the settings, and then show the loading process in anchor mode. You can see that I set the chest as the anchor point for this action clip. When I load the clip, moving the chest (the anchor controller) causes all other following controllers to reposition themselves based on their relative positions to the anchor at the time of saving. Even when I add several keyframes to the chest's curve, all the following controllers inherit that motion as well.
V. UI parameters for loading
In the loading interface UI, there are parameters such as controller amplitude, deformation amplitude, speed, etc. These are applied when loading any saved action. Once set, the loaded action data will have corresponding scaling, so you can easily change the speed, adjust the motion amplitude, and more.
VI. Flipping capability
Action Editing includes a built‑in flip function. Simply check the option when loading, and the action data will be flipped before being added to the timeline. This can save a lot of time. It supports flipping controllers and supports flipping finger bones and those deformations (with added left‑right mapping), but other ordinary deformations are not supported.
Let me know if you need any adjustments!
Video 3
This is a free-form demonstration of my workflow. I randomly select several actions, load them, and play them back. You can use this to observe the features and applicable scope of this function.
This is a modified plugin, extended from AcidBubbles Timeline v.291.
First and foremost, thanks to AcidBubbles — Timeline is the most mature animation engine in the VaM community, and its code quality and UI architecture made this modification possible. Every new feature in this version is built on top of the original work.
Additional thanks to Stopper (Attach to Vertex) and Skynet (Rigify) for their reference and inspiration in feature design.
The modifications fall into two areas: editing interaction upgrades and a procedural baking system.
### Editing Features
**Undo / Redo**
Before: Timeline had no undo mechanism. Delete a keyframe by mistake and it was permanent. Every action carried the risk of irreversible damage.
Now: A complete undo/redo system that saves full snapshots of curve keyframes and trigger states, supporting up to 30 steps. ↩/↪ buttons on the Dope Sheet show available states in real time, with keyboard shortcuts Ctrl+Z / Ctrl+Y / Ctrl+Shift+Z as well. VR users can use the buttons.
What it means: You can experiment freely without the fear of breaking something permanently.
**Box Selection & Batch Operations**
Before: The Dope Sheet only allowed single-click keyframe selection. No multi-select, no box select, no copy-paste. To delete five scattered keyframes, you clicked five times. To copy a motion segment elsewhere, you rebuilt it manually frame by frame.
Now: Hold Shift and drag your mouse to draw a selection rectangle — every keyframe inside gets selected at once, across controllers and time positions. Works the same way in VR with controller drag. Once selected, Delete removes them all, Ctrl+C/X copies or cuts (with time positions and curve types intact), Ctrl+V pastes them all at the current scrubber position.
What it means: A repetitive five-click operation becomes a single drag.
By the way, we've now added a shortcut — pressing Ctrl+B directly triggers adding keyframes for all controls
**+1s / -1s Buttons**
Before: Changing clip length meant opening the settings panel, breaking your editing flow.
Now: Click +1s or -1s directly on the anima
tn selector row. +1s auto-extends the last frame to prevent validation errors, -1s trims and fills edge frames.
What it means: Adjust length on the fly without leaving the editing view.
**Split / Merge**
Before: Timeline had no way to cut or merge clips. After recording a motion capture take, the entire long animation was locked as one piece. You couldn't isolate a segment for refinement, and you couldn't stitch multiple pieces together.
Now: Supports range cut (extract a segment as a new clip), even split (2-10 parts), and multi-clip merge. A full snapshot is saved before each operation, so you can always undo.
What it means: Motion capture recordings can finally be dissected and reassembled — an essential step in post-processing.
**Morph & Controller Presets**
After adding controllers and morph parameters as control items on the timeline (so they appear in the Dope Sheet as rows where you can place keyframes), you can save that configuration as a preset file. The preset records which controllers and which morph parameters have control items on the timeline — not the values of those parameters at the time of saving.
When you load the preset later, the system recreates those same control items on the timeline for the current animation. The controllers and morphs become available as rows in the Dope Sheet, ready for keyframe editing. This is purely a timeline workspace setup tool — it does not store or restore any keyframe data or parameter values.
You can load presets multiple times and build up the timeline incrementally. For example, load a controller preset first to bring in the controller rows you need, then load a morph preset to add morph control items on top. If a preset contains control items that are already on the timeline, they are not duplicated — only the ones not yet present are added. This lets you compose the timeline workspace from multiple presets without creating redundant rows.
---
Mouse Box Selection & Undo Demo
### Baking System
I created a large number of automatic baking tools, each designed to meet different needs in various animation scenarios. Originally there were only one or two, but as I worked on them, ideas kept flowing — one inspiration after another — and the number grew. If you think of Timeline as a program, then these baking features are like a dozen plugins. But don't worry — it won't take much effort to understand them. Because while each tool has a different purpose, they all produce the same result: automatically writing keyframes to the timeline using a specific calculation method. Yes, direct writing, not manual keyframing one by one.
The entire baking system revolves around one fundamental intention: replace the repetitive, mechanical, frame-by-frame manual adjustments in animation production with algorithms or physics simulation, so creators can focus on motion design and rhythm control instead of frame-level grunt work.
Time and energy are the scarcest resources for a creator. If a motion requires manually tweaking sixty keyframes just to achieve a natural follow-through effect, then the workflow itself is broken. The purpose of baking tools is to automate the steps that are necessary but not creative.
This baking system categorizes automation into three paths:
Basic Operations — Mathematical transformations on existing animation (overlay, offset, mirror, scale);
Physics Simulation — Using physics engines or mathematical models to simulate real-world mechanical responses;
Procedural Generation — Algorithms that create or modify motion from scratch, replacing manual keyframing.
Music & Rhythm —
16 baking tools in total:
**Basic Operations**
Mathematical transformations on existing keyframes. Same input always produces the same output.
Reference Bake
Select a driver controller. Its world-space motion offset is calculated and written as an increment into the follower's keyframes. The follower's original motion is preserved and superimposed. Supports delayed follow and amplitude scaling.
Rotate / Offset Bake
Applies a uniform spatial transform to all keyframes of selected controllers within a time range. Offset mode applies X/Y/Z displacement; Rotation mode applies angular rotation. Supports child inheritance toggle and periodic rotation increments.
Flip / Mirror Bake
Flip mode mirrors motion from one side of the body to the other along the centerline (right punch becomes left punch). Mirror mode copies the trajectory to the target side with optional time reversal and trajectory reversal.
Momentum Amplification
Calculates each controller's displacement from its starting position and scales it by the specified multiplier. 1.0 = unchanged, 2.0 = double, 0.5 = half, 0 = frozen, negative = reversed. Position only.
================
**Physics Simulation**
Uses physics engines or mathematical models to simulate real-world mechanical responses. Keyframes are sampled from the simulation results; no runtime physics engine needed afterward.
Physics Sim Bake
Temporarily hands control to VaM's Unity physics engine. The animation plays while the physics engine calculates collision, inertia, and damping in real time, then writes keyframes at the specified sample rate. Independent X/Y/Z gravity axis controls. Built-in presets: Default, Soft, Weightless, Heavy, Rigid, Custom.
Adhesion Bake
Reads the actual vertex positions after skin deformation via GPU, locking the controller to the nearest vertex. Offers bind mode (real-time snapping) and auto-bake mode. Ideal for jewelry, earrings, and accessories that need to follow skin without clipping.
Shockwave Bake
Select an impact point. The shockwave propagates outward at a set speed. Each controller's distance from the impact point determines its reaction time and vibration amplitude. Simulates chain reactions from hits and collisions.
================
**Procedural Generation**
Algorithms create motion from scratch or apply structural modifications to existing motion. No physics engine involved.
Stepper
Select a structure with left/right body parts as the anchor (e.g., pelvis + feet). The algorithm calculates foot placement and body posture for each step via pivot-flip math. Supports real-time footprint preview, custom lift pose, and intermediate frame recording.
Turn Bake
Captures the current pose, calculates the turn angle, and generates a five-frame turn sequence (neutral transition, lift inner foot, plant and begin turn, lift outer foot, complete rotation back to neutral). Auto-pairs left and right feet.
Curve Bake
Applies easing curves to control how motion is distributed over time. Presets: ease-in, ease-out, ease-in-out, linear. Custom speed curve with four adjustable parameters (strength, power, start offset, duration).
Arc Gen
Inserts procedural arc paths between two keyframes. Nine curve types: Sine, Multi Sine, S-Curve, Parabola, Circle, Figure-8, Petal, Ellipse. Auto-detects the nearest keyframes around the scrubber or accepts manual time range. Real-time 3D preview.
Clip Sequencer
Saves motion trajectories rather than absolute positions. The first frame of the time range is used as the reference; all subsequent motion is stored as offsets. On load, it rewrites the trajectory atop the current pose. Standard mode (pose-relative) and anchor mode (preserves spatial relationships between anchor and followers). Cross-character and cross-scene reusable.
Noise Bake
Adds natural irregular micro-motion to overly clean animations using Perlin noise. Adjustable frequency (jitter speed) and amplitude (jitter magnitude). Random seed changes the noise pattern.
Spatial offset stacking demo: rotation offset + position offset + arc offset + base offset.
Custom Speed Curve and Momentum Curve Demo
In the first part of the video, there's an animation of a sexual intercourse scene. The rhythm of the protagonist's thrusts starts out consistent, but after applying the speed curve, the motion begins to take on a new distribution. You can use this curve to create motion rhythms that change over time.
In the second part of the video, the momentum curve is demonstrated. The process is similar — this allows you to control the motion intensity relative to the starting frame, giving you control over the pace and emphasis of the movement.
The custom curve editing interface is controlled using the V key. With the V key, you can drag control handles and also add new ones.
Using the Stepper, through its pose-flipping mechanism, you can generate a walking animation from any custom pose.
This is a demonstration of action flipping and action mirroring. The first half shows mirroring, and the second half shows flipping. You can see that the fingers are cloned over perfectly in both cases.
This is a demo animation of motion clipping. In essence, it functions as a save feature that captures the motion trajectory of a selected controller (as opposed to its position). When loading, it can use the controller's current position as the starting point and replay the saved motion trajectory, making motion reuse possible."It should be noted that motion clipping does not simply play back the previously saved trajectory. Depending on where it is loaded on the timeline, it will automatically superimpose and compute the motion information from all keyframes at that position. (For details, please refer to the demonstration around the two-minute mark in the video.) To give a simple example: if you already have a 10-second walking animation on your timeline and you load a dancing motion trajectory onto the same time slot, the two will be overlaid, and you will get a motion clip that combines dancing with walking."
This is one way to use rotation offset. For keyframes that have already been set, you can batch-modify their spatial position information (this feature also works on recorded motion). If you've recorded a motion clip and find that something isn't aligned properly, you can use this feature to make direct corrections."
Are you still tweaking keyframes frame by frame? Whether you're rotating or repositioning, you can freely set exactly how far to move or how many degrees to rotate per second — all with ease. It supports unlimited stacking, and the operation directly modifies the spatial data of all keyframes within the specified time range. Not satisfied? Undo anytime!
This is a demonstration of the method using custom in-between frames
This is the method for turning around. It uses a fixed pattern that only generates five frames based on the current pose. It is designed purely for convenient turning, and is limited to the legs only. If you have higher requirements, please try the pose index feature.
The video above only demonstrates a portion of this baking system's functionality—there are many more features that have not been shown. For details, please download my attachment, which contains a beautifully designed documentation file!
================
---
This release includes demo videos and two downloadable manuals:
- **Editing Features Manual** — Undo/Redo, Box Selection & Batch Operations, Morph & Controller Presets, Split & Merge, Timeline Length Shortcuts
- **Baking System Manual** — Core principles, step-by-step instructions, and parameter details for all baking tools
Support: https://www.patreon.com/c/yananyannuo/recommendations
Disclaimer: This plugin was modified with AI assistance. The author's English is limited; documentation was completed with the help of translation software. Please excuse any awkward phrasing.