AnimFuse – Animation Blending, Pose Editing and Baking
Launched Aug 2026 2.5mo
Updated Aug 2026 2.5mo Active
Finite Machine Studio
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Signals
Render pipelines
Description
Documentation | Support
Creating character animation variants should not require rebuilding animations from scratch.
AnimFuse is a Unity Editor tool designed to help you blend Humanoid animations by body part, edit the resulting Pose and bake the result into new reusable .anim clips. Combine the legs from a walk cycle with the upper body from an aiming pose, merge attack motions with movement, create carry-walks, injured walks, weapon-ready locomotion, and other layered character animations directly inside Unity.
Instead of setting up temporary Animator layers every time, AnimFuse lets you create permanent animation clips that can be reused in your Animator Controller, transitions, blend trees, cutscenes, player controllers, and gameplay systems.
Choose your source animations, decide which body parts each clip should control, preview the final motion, and bake the result into a clean Unity animation asset.
Perfect for developers who use Humanoid animation packs and want more variety without buying or creating a separate animation for every possible character action.
Key Features:
- Blend two Humanoid animation clips into one animation
- Built-in Humanoid pose editing for the torso, spine, chest, head, arms, hands, legs, and feet
- Independent Clip 2 influence for Body, Head, Arms, Legs, and Fingers
- Master influence control for quickly adjusting the complete blend
- Real-time animation preview
- Clamp, Loop, Stretch and Loop Clip 1 + Stretch Clip 2 time mapping for clips of different lengths
- Independent root position and root rotation sources
- Preserve or remove root translation and rotation with in-place options
- Visual XZ root-motion trajectory
- Automatic or custom output frame rate from 1–240 FPS
- Copy Clip 1 animation events or omit them
- Unity Undo/Redo support for all pre-bake settings
- Bake standalone, retargetable Humanoid .anim clips
- Editor-only workflow with no runtime component required
Ideal For:
- Combining locomotion with aiming or combat poses
- Reusing upper-body animation across different movements
- Creating quick animation variations
- Correcting poses without reopening the source animation
- Building reusable Humanoid animation libraries
Use AnimFuse to turn your existing animation library into a larger, more flexible collection of production-ready clips.
Key features
- Tool type: Unity Editor extension
- Supported rig type: Humanoid
- Output format: Standalone, retargetable Unity .anim
- Runtime dependency: None
- Open from: Tools > AnimFuse > Animation Blender
Animation Blending
- Blends two non-legacy Humanoid animation clips
- Clip 1 normally defines the output timeline
- Independent Clip 2 controls for Body, Head, Left/Right Arms, Left/Right Legs, and Left/Right Fingers
- Master influence and individual region weights from 0–1
- Clip 2 time mapping options: Clamp, Loop, Stretch and Loop clip 1 + Stretch clip 2
- Automatic frame rate uses the higher source frame rate
- Manual output frame rate supports 1–240 FPS
Pose Editing
- Constant Humanoid muscle-based pose adjustments applied after blending
- Editable targets include Torso, Spine, Chest, Upper Chest, Head & Neck, Arms, Forearms, Hands, Legs, and Feet
- Preview and bake use the same evaluated Humanoid pose
- Output remains Humanoid and contains no skeleton-specific correction curves
Root Motion
- Independent Clip 1/Clip 2 sources for root position and rotation
- Position modes: Preserve, In Place XZ, and In Place XYZ
- Rotation modes: Preserve and In Place
- Optional processed XZ trajectory preview
- Quaternion continuity is maintained during root-rotation processing
Current Scope
- Humanoid animation only
- Additive, mirrored, and Translate DoF clips are not supported
- Extra bones, Generic Transform curves, blend shapes, and object-reference curves are not baked
- FBX export is not included in the current release