> ## 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.

# Copy Bone

> Bake motion from one bone to another across animation clips used by the Sci-Fi FPS Pack.

export const menuPath_0 = "Tools > KINEMATION"

export const imageCaption_0 = "Copy Bone queue and transform mapping fields."

export const image_0 = 
  <img
    src="/images/unity-tools/copy-bone.png"
    alt="Copy Bone with clip queue, character model, source and target bones, rotation offset, and additive options"
  />

## 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 **{menuPath_0}**, then select **Animation > Copy Bone**.

<Frame caption={imageCaption_0}>
  {image_0}
</Frame>

## Inputs

| Field                   | Purpose                                                                                                                            |
| ----------------------- | ---------------------------------------------------------------------------------------------------------------------------------- |
| Clip queue              | Accepts <code>.anim</code> clips and FBX assets. An FBX adds every visible, non-preview clip it contains.                          |
| **Character Model**     | Root used to sample the hierarchy and build the target bone path.                                                                  |
| **Copy From**           | Transform whose world pose is sampled.                                                                                             |
| **Copy To**             | Transform that receives local position and quaternion rotation curves. It must have a parent and belong below **Character Model**. |
| **Rotation Offset**     | Euler rotation applied while converting the sampled pose.                                                                          |
| **Is Additive**         | Copies motion relative to a reference pose.                                                                                        |
| **Reference Animation** | Required for additive mode. Frame zero supplies the reference pose.                                                                |

## Process clips

<Steps>
  <Step title="Queue the source clips">
    Drag <code>.anim</code> clips or FBX assets into the drop area. Expand **Queued Clips** to review the entries.
  </Step>

  <Step title="Map the transforms">
    Assign **Character Model**, **Copy From**, and **Copy To** from the same representative hierarchy.
  </Step>

  <Step title="Choose the conversion">
    Set **Rotation Offset** when the transforms use different axes. Enable additive mode only when the copied motion must be relative.
  </Step>

  <Step title="Bake the queue">
    Click **Process Queue**. Review each **Processed** or **Skipped** result.
  </Step>
</Steps>

<Warning>
  Copy Bone modifies queued animation data. It writes curves into <code>.anim</code> clips. For FBX clips, it writes through the <code>ModelImporter</code> and reimports the FBX. Duplicate or version-control source assets first.
</Warning>

The target receives <code>localPosition</code> and <code>localRotation</code> curves at the clip's frame rate. Clips without a valid rate use 30 samples per second.
