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Workflow Overview

Puppeteer works with any humanoid rig. You don’t need to change your bone names, apply transforms, or modify your character in any way.


To stay non-destructive and compatible with all rigs, Puppeteer uses two proxy armatures behind the scenes:

  1. Reconstruction : Puppeteer builds a dynamic proxy (_Blazed) that captures your posing, and a static reference (_TPOSE) for anatomical alignment. Transforms on your armature are handled automatically.
  2. Processing : Only the proxy motion data goes to the server. Your character mesh stays local.
  3. Generation : Results are projected back onto your original controllers. Pick FK or IK mode depending on your needs.

  1. Map your FK controllers for arms, legs, and spine. Optionally add IK controllers for each joint. One-time per character. See: Rig Setup

  2. Pose your character at the key moments. Just the important beats.

  3. Pick IK or FK mode, click Generate. Motion is baked directly onto your controllers as standard F-Curves.

  4. Refine without regenerating:

    • Unbaking turns dense per-frame keys into clean, editable curves.
    • Root Motion Extraction separates the trajectory onto your root controller. See: Post-Processing

Non-Destructive

Your bone names, hierarchies, and constraints stay exactly as they are.

IK & FK Support

Generate on FK controllers, IK handles, or switch between them on the fly.