> ## Documentation Index
> Fetch the complete documentation index at: https://docs.kinemation.xyz/llms.txt
> Use this file to discover all available pages before exploring further.

# What Is Motion Warping? Animation Concepts and Use Cases

> Animation warping adapts root motion to world-space targets at runtime — learn the core concept and how it eliminates per-obstacle animation clips.

Animation warping — sometimes called motion warping — is a technique for procedurally aligning a character with targets in world space. Instead of relying on a hand-crafted animation for every possible obstacle, position, or enemy placement, the runtime system bends the character's root motion on the fly so it arrives exactly where it needs to be.

## The Core Idea

Every root-motion animation moves the character by a fixed amount and direction — the amount baked in by the animator. The moment a game world introduces an obstacle that is a different height, a different distance away, or at a different angle, that fixed motion no longer fits.

Motion warping solves this by treating the animation's root motion as a *guideline* rather than a fixed path. It measures how far the character actually needs to travel to reach the target, compares that to the original animation's root motion, and applies a proportional offset every frame so the character arrives precisely at the target point by the time the animation finishes.

## Why It Matters in Practice

Consider a climbing animation authored for a **one-metre** obstacle. Without warping, placing that same character in front of a **two-metre** wall forces you to:

* Author a second "climb-tall" animation, **or**
* Accept that the character's hands clip through the ledge or float above it.

With motion warping, the single one-metre animation works for a two-metre wall — the system stretches the upward root motion to match the actual obstacle height. The same logic extends to any distance or angle difference.

<Tip>
  By reusing one animation across varying obstacles, you can eliminate **hundreds of redundant clips** from your project and dramatically reduce animation production time.
</Tip>

## Common Use Cases

| Use Case            | What Warping Provides                                                 |
| ------------------- | --------------------------------------------------------------------- |
| Climbing / Mantling | Aligns the character to the ledge height, regardless of wall size     |
| Vaulting            | Guides the character over the close edge, far edge, and landing point |
| Melee finishers     | Closes the gap to an enemy regardless of their exact position         |
| Entering vehicles   | Steps the character precisely into the entry point at runtime         |
| Landing / Rolling   | Adapts the touchdown animation to the real terrain height             |

## What Comes Next

The next section explains exactly how Motion Warping achieves this — covering warping phases, play rate scaling, total root motion accumulation, and the LateUpdate formula that applies the offsets each frame.
