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Post-Processing

Post-processing lets you refine generated motion without regenerating. Everything here is non-destructive and interactive. Toggle settings on and off, change quality, compare results. The addon always works from the original raw data.


Generated motion is baked: every single frame has a keyframe. That makes the F-Curves dense and hard to edit. Unbaking cleans them up into smooth, editable curves.

  1. In the Post Processing section, click the curve icon to toggle unbaking on.

  2. QualityToleranceWhat you get
    Low0.05Keeps fine detail. More keyframes remain.
    Mid (Default)0.10Balanced. Good for most animations.
    High0.20Maximum simplification. Best for broad locomotion.
  3. Curves update immediately. Switch between modes until you find the right balance.

Post-Processing Controls


If you assigned a Root Controller in Rig Setup, Puppeteer can separate the character’s trajectory from the body animation. This is essential for game engines and NLA-based workflows.

ToggleWhat it does
Extract Root MotionMoves pelvis XY trajectory onto the root controller. Pelvis animates in-place.
Extract RotationAlso extracts the facing direction (yaw) to the root controller.
Ground TrackingUses foot contact positions to estimate ground height, adjusting root Z.
  • Game engines: Enable all three.
  • Cinematic / NLA: Root Motion only. Keep rotation on the pelvis for more natural upper-body layering.
  • Comparing: Toggle extraction off to see in-place vs. traveling results side by side.

Raw Baked Data → Root Extraction (optional) → Unbaking (optional) → Final F-Curves

Each action remembers its own post-processing state independently. You can switch between actions and each one keeps its settings.