> ## 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.

# Animation modifiers

> Use the editor-time Animation Modifier Blueprints included with the Sci-Fi FPS Pack to author motion and curve data.

export const productName_0 = "Sci-Fi FPS Pack"

export const intro_0 = "Use Animation Modifier Blueprints when you need to derive curve data from a project-owned Animation Sequence before an Animation Blueprint or weapon view plays it."

export const modifierImageCaption_0 = "BP_CameraMotionExtractor exposes camera and reference animation inputs for editor-time extraction."

export const modifierImage_0 = 
  <img
    src="/images/gameplay-framework/unreal/CameraMotionExtractorModifier.png"
    alt="BP CameraMotionExtractor details showing camera bone name, camera animation, reference animation, and intensity"
  />

export const expectedResult_0 = "The project-owned Animation Sequence contains the expected curves, and the consuming Sci-Fi Animation Blueprint or weapon view previews the intended motion."

## Animation modifiers for {productName_0}

{intro_0}

Animation Modifier Blueprints run in the editor and write data into an Animation Sequence. They do not run as character components during play.

| Asset                                                                  | Parent/type                    | Purpose                                                                                                              |
| ---------------------------------------------------------------------- | ------------------------------ | -------------------------------------------------------------------------------------------------------------------- |
| <code>/Game/KINEMATION/Common/Modifiers/BP\_BoneMotionExtractor</code> | <code>AnimationModifier</code> | Samples a source animation and extracts one bone's transform relative to a reference bone into animation-curve data. |
| <code>BP\_CameraMotionExtractor</code>                                 | <code>AnimationModifier</code> | Extracts camera-oriented motion for camera presentation workflows.                                                   |
| <code>BP\_CopyCurves</code>                                            | <code>AnimationModifier</code> | Copies curve information between animation assets or workflows.                                                      |

<code>BP\_BoneMotionExtractor</code> exposes <code>CurveName</code>, <code>RefBoneName</code>, <code>BoneName</code>, <code>SourceAnimation</code>, <code>CurveNames</code>, <code>Playback</code>, <code>RefPose</code>, and <code>SampleRate</code>. Its apply path processes the selected sequence and its revert path removes the authored result.

<Frame caption={modifierImageCaption_0}>
  {modifierImage_0}
</Frame>

<Steps>
  <Step title="Protect the source">
    Duplicate the target Animation Sequence when the supplied asset must remain updateable.
  </Step>

  <Step title="Add the modifier">
    Open the Animation Sequence. Add <code>BP\_BoneMotionExtractor</code> in the **Animation Modifiers** panel.
  </Step>

  <Step title="Configure extraction">
    Set <code>SourceAnimation</code>, <code>BoneName</code>, <code>RefBoneName</code>, the output curve name or names, and <code>SampleRate</code>.
  </Step>

  <Step title="Apply and inspect">
    Apply the modifier. Inspect the generated curves, then preview the Animation Blueprint or weapon view that consumes them.
  </Step>

  <Step title="Revert if needed">
    Use the modifier's revert workflow if the result is offset, noisy, or sampled too sparsely. Do not delete only part of the generated curve data.
  </Step>
</Steps>

<Warning>
  Applying a modifier mutates the Animation Sequence. Keep project copies and record the selected bones, curve names, and sample rate so you can reproduce the result after reimport.
</Warning>

<Check>
  {expectedResult_0}
</Check>
