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Copy Bone

Use Copy Bone to sample one transform and bake its motion onto another transform for a queue of clips. Use it to move animation from a helper bone to a runtime bone, generate a weapon track, or correct a hierarchy mismatch. Open , then select Animation > Copy Bone.

Inputs

Process clips

1

Queue the source clips

Drag .anim clips or FBX assets into the drop area. Expand Queued Clips to review the entries.
2

Map the transforms

Assign Character Model, Copy From, and Copy To from the same representative hierarchy.
3

Choose the conversion

Set Rotation Offset when the transforms use different axes. Enable additive mode only when the copied motion must be relative.
4

Bake the queue

Click Process Queue. Review each Processed or Skipped result.
Copy Bone modifies queued animation data. It writes curves into .anim clips. For FBX clips, it writes through the ModelImporter and reimports the FBX. Duplicate or version-control source assets first.
The target receives localPosition and localRotation curves at the clip’s frame rate. Clips without a valid rate use 30 samples per second.