> ## 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

> This page explains how to copy animated motion from one bone to another.

## 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 **Tools ▸ KINEMATION**, then select **Animation ▸ Copy Bone**.

![Copy Bone with clip queue, character model, source and target bones, rotation offset, and additive options](https://docs.kinemation.xyz/images/unity-tools/copy-bone.png)

Copy Bone queue and transform mapping fields.

## Inputs

| Field | Purpose |
| - | - |
| Clip queue | Accepts `.anim` 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. The tool uses frame zero as the reference pose. |

## 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.

> [!WARNING]
>
> 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.


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