> ## 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.

# Bone motion extractor

> This page explains how to extract bone movement into animation curves.

`BP_BoneMotionExtractor` turns a bone's movement into float curves. Use it when an animation graph needs motion values without sampling the original bone again.

Open the target Animation Sequence. Select **Window ▸ Animation Data Modifiers**, add `BP_BoneMotionExtractor`, and configure its settings before applying it.

## Settings

![Bone motion extractor with Curve Name, Ref Bone Name, Bone Name, Source Animation, and Sample Rate settings](https://mintcdn.com/kinemation/oyQuEkhb6OJwNgRz/images/gameplay-framework/unreal/modifier_bone-motion-extractor.png?fit=max\&auto=format\&n=oyQuEkhb6OJwNgRz\&q=85\&s=e6916e27c6b021b524542285e64fc2f8)

Set the bone, curve prefix, and sample rate.
<table><thead><tr><th>Property</th><th>Use</th></tr></thead>
<tbody><tr><td>`SourceAnimation`</td><td>Animation to sample. If unset, the modifier uses the sequence you apply it to.</td></tr>
<tr><td>`BoneName`</td><td>Bone whose transform is sampled.</td></tr>
<tr><td>`RefBoneName`</td><td>Bone sampled at time zero to establish the reference transform. If empty, the source bone provides that reference.</td></tr>
<tr><td>`CurveName`</td><td>Prefix added to the generated curve names.</td></tr>
<tr><td>`SampleRate`</td><td>Samples per second. Use a positive value.</td></tr></tbody></table>

The extractor records the source bone's transform relative to the reference pose sampled at the beginning. It does not recalculate the reference bone at every frame.

## Result and revert

The modifier writes the sampled transform channels into float curves on the target sequence. **Revert** removes the curves built from the prefix and suffixes; it does not restore older curves with those names. Use a distinct prefix when keeping other authored curves.


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