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Motion Settings

Controls how motion data (VMD, BVH, etc.) is applied to an actor model, including scaling, timing offsets, IK handling, and pose corrections.

Motion Parameters

Motion Scale multiplies all positional movement from the motion file — useful when animations are exaggerated or too subtle for the model’s proportions. Vertical Pos Scale independently scales the center bone’s up/down movement to reduce bouncing or hopping.

Mirror flips left and right motion data, primarily for VMD files authored for opposite-side dominance. Time Offset Percent and Time Offset Seconds shift when in the animation timeline the actor starts playing — useful for syncing multiple actors or compensating for motion lead-in.

Leg Angle adds a small rotation bias to leg bones, adjusting stance width or toe-out angle across the entire animation.

IK Settings

Inherit Bones respects the inherit-parent constraints defined in the PMX file (e.g. hand bones following arm bones). Motion Leg IK applies a generic two-bone leg IK pass during motion processing, allowing foot planting to work even on models without dedicated IK bones. Model IK uses the IK link chains defined in the PMX itself. When Model IK conflicts with Motion IK, try disabling one or the other.

Spectator

Marks the actor as a spectator — they are excluded from formation patterns and lighting assignments, useful for audience members or background characters.

Pose Adjustment

Rotates the default T-pose bone angles before any motion is applied. See the nested panel for per-bone-group rotation controls — this is the primary way to fix models whose imported rest pose doesn’t match the animation’s assumptions.

Visualization

Show Virtual Bones, Visualize Bones, and Visualize IK Targets render debug gizmos for the skeleton hierarchy and IK target positions (PMX models only).

Sub-Components

sd_pose

Adjusts the default (zero-pose) rotation for every major bone group on the actor. Values rotate the bone away from its imported T-pose so you can fix models that stand with arms too wide, legs too close, or fingers splayed incorrectly.

Each setting is a 3-axis rotation (X/Y/Z) in degrees. Left-side bones are mirrored to the right side automatically. Ring Finger and Middle Finger are scalar multipliers relative to Pinky and Index respectively, keeping finger curls proportional.