Inbetweening
Inbetweening is where the magic happens. You define a few key poses, and Puppeteer fills in the gaps with fluid, physically plausible motion.
How It Works
Section titled “How It Works”Unlike standard interpolation (Bezier or Linear), Puppeteer doesn’t just draw a curve between your keys. It understands weight, momentum, and body mechanics to generate motion that looks like it came from a real performance.
- Generative. Every generation can produce different results. Explore variations by changing the seed.
- Non-destructive. Controllers not selected in rig setup are left untouched.
Step by Step
Section titled “Step by Step”-
Set Your Frame Range
Section titled “Set Your Frame Range”Place at least two anchors to define the start and end of your performance. The distance between the first and last anchor determines the generated duration.
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Define Anchors
Section titled “Define Anchors”Pose your character at key moments and tag them as Anchors.
- First and last frames need full poses.
- Everything in between can be partial. Only keyframe the controllers you care about, and Puppeteer will handle the rest.
- Want the wrist at a specific spot? Just keyframe the wrist. Puppeteer adjusts the rest of the body to get it there.
- Need a foot plant? Keyframe the foot controller. Done.
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Randomization
Section titled “Randomization”- Seed: A number that produces a specific motion variation. Set to -1 for a new random result each time.
- Random: Shortcut to set seed to -1.
- Use Last: Recovers the seed from your previous generation.
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Choose IK or FK Mode
Section titled “Choose IK or FK Mode”Next to the Generate button, pick your mode:
- FK (default): Generates on your FK controllers.
- IK: Generates on your IK controllers. Only available if you mapped IK bones in Rig Setup.
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Generate
Section titled “Generate”Click Generate. Your motion is processed and baked directly onto your controllers as a new Action.

Compact Mode
Section titled “Compact Mode”Click the eye icon next to the mode buttons to collapse the panel into a minimal strip. Credits, user info, and the armature selector are hidden, but all generation tools stay accessible.

Anchors
Section titled “Anchors”Anchors are the frames that tell Puppeteer “the character must satisfy this pose here.”
| Type | Icon | What it does | When to use |
|---|---|---|---|
| Soft | HOOK | Guides the motion toward the pose while prioritizing flow. | Gestures, reaching, mid-air poses. |
| Hard | PINNED | Forces the limb to an exact world-space position (with Enforce Anchors on). | Foot plants, gripping objects. |

Shortcuts
Section titled “Shortcuts”These work in Object Mode and Pose Mode across the 3D Viewport, Dopesheet, Graph Editor, Timeline, and NLA Editor:
- D : Toggle Soft Anchor (Blue)
- F : Toggle Hard Anchor (Red)
Clear All
Section titled “Clear All”Click the X button in the Anchors section to remove all markers at once.
Enforce Anchors
Section titled “Enforce Anchors”When ON, Hard Anchors are met precisely. Soft Anchors always act as guidance regardless of this setting.

Post-Processing
Section titled “Post-Processing”After generation, you get interactive controls right in this panel. Toggle them on and off freely. Puppeteer preserves the raw data and reapplies post-processing from scratch each time.
For the full details, see the Post-Processing guide.
Quick Reference
Section titled “Quick Reference”Unbaking simplifies dense per-frame keyframes into clean, editable F-Curves.
| Quality | Behavior |
|---|---|
| Low | Preserves detail. Fewer keys removed. |
| Mid (Default) | Balanced reduction. |
| High | Maximum simplification. |
Root Motion Extraction (requires a Root Controller in Rig Setup):
| Toggle | What it does |
|---|---|
| Extract Root Motion | Moves pelvis XY trajectory to root controller. |
| Extract Rotation | Also extracts facing direction (yaw). |
| Ground Tracking | Uses foot positions to adjust root Z over time. |

Iterative Refinement
Section titled “Iterative Refinement”This is meant to be a loop, not a one-shot:
- Generate. Review the result.
- Add more anchors where it drifts from your intent.
- Recycle good frames. If generation nails some sections but not others, tag the good frames as new anchors.
- Generate again. Repeat until it matches your vision.

Action Management
Section titled “Action Management”Generated results are standard Blender Actions. Use the action selector to switch between takes, or use Retry to re-run with the same setup.
Credits
Section titled “Credits”- 1 Credit = 1 second of generated motion (regardless of FPS).
- Duration is determined by the span between your first and last anchor.
- Best results at 24 FPS or 30 FPS.
- Shorter clips (1-3 seconds) tend to produce better quality.