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Retain animation data

This option is available in Motion Edit & Motion Stitch modes. As your animation(s) may contain humanoid data that our model does not process (e.g. finger data) or data from more complex skeletons, we provide you the option to keep that animation data and reapply it after the animation(s) are edited/stitched.

This option is enabled when the Skeletal Mesh(es) of your input animation sequence(s) are the same with the selected output Skeletal Mesh.

Blend Mask

Blend Masks are definitions you can add to your skeleton where you can define weight influences, disabling animation from playing partially or fully on specific bones. We use this definition to mask which bones' animation data we need to retain after the Motion Edit/Stitch job is completed.

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We provide the option to auto-create a blend mask on the selected output mesh, by filtering the retarget chains of the selected output retargeter. It may be a good starting point if you do not have experience with blend masks.

Blend during bridge

By default, we will fill novel bridge frames with zeros for retained joints. By enabling this option, we'll perform a linear blend between the last and first source frames.