Pose and animate any humanoid model right inside god mode: link a rigged model, drag the joint dots on the body or the sliders in the bench, mirror, move the root, and cook a snapshot timeline into a real playable clip. Ships with a library of ready poses and animations, saves your own to the game's database, and hands them back to game code through one require — no keyframe editor, no export step.
Fingers, size-true playback, and no more stuck keys.
- Optional finger support: the pose contract now knows the 30 Mixamo finger bones ({Left,Right}Hand{Thumb,Index,Middle,Ring,Pinky}{1,2,3}). Link a subject whose rig has fingers and the joint picker grows L FINGERS / R FINGERS groups; link a fingerless one and they vanish.
Read the rest
One library forever: poses/anims cooked with finger keys play cleanly on fingerless rigs — tracks for bones the rig lacks are dropped at compile, no warnings, no forked animations.
- Size-scale fix: root and hips motion is stored in a reference-rig frame and re-scaled to each subject's actual size at apply, so the same clip lands right on tiny and huge characters alike.
- UI focus fix: every panel and library control returns focus to the game after a click — WASD no longer goes dead after touching the mod's UI.
- The copy box now selects and copies on a single click.
Version history
1.2.0
Root motion now rides the character's heading: a clip's travel (a front flip's forward, a dodge's sideways) plays relative to where the character FACES, not down fixed world axes — and the unit's home heading follows outside turns, so lab clips compose correctly with game locomotion at any facing. Poses and clips authored at the default facing play exactly as before; no library migration needed. Also: sturdier subject linking on imported GLB humanoids (rig attach + link-health hardening, auto-retarget fixes) and a library seed refresh.
1.1.3
Release keeps the ground: a lab clip can no longer teleport a unit back. Game movement during a clip folds into home every tick (walking speed included — the old fold gate erased sub-2cm/tick travel), a once clip's root motion lands the unit where it ended, and stop/handoff returns only HEIGHT — planar travel and facing become the new home. Hosts get mechanics for the two isolation obligations: state.poseLabDriving (raised while the rig drives, deleted on release — gate per-tick channel writers on it) and isolateChannels in the runtime lane's play/pose opts. Skill doc carries the new laws.
1.1.2
The rig now enforces "one authority over the skeleton" itself. Whenever pose-rig drives a rig — bench subject or game unit, pose or anim — it records and clears the locomotion mixer channels (idle/walk/run/locomotion) and switches npc.locomotion off, then restores everything exactly as found when it lets go (mode 'off' or unlink). Found by a unit that played perfectly on the bench and folded in-game: its locomotion channels only run in-game, and mixer weights blend additively. Units animating through custom channel names declare them with state.isolateChannels: ['name']. Honest limits: the ObjectAPI has no channel enumeration, so isolation covers the declared convention; a host script that re-writes its channel every tick beats a clear — the rig retries 3x then notifies the DM naming the channel (that writer must suspend itself while the lab drives). Skill doc rewritten to match: the "one authority" section now applies wherever lab clips play — not bench-only — and adds the game-unit recipe (default every unit to a lab pose at spawn, all motion through lab clips, clean hand-offs via mode 'off').
1.1.1
Limb retarget: single-child limb bones now recover their swing frame (bind axis from child geometry), so rigs whose limb axes genuinely differ get corrected instead of ignored. Guards: axis pairs disagreeing >25° in model space are treated as different anatomy and skipped; arcs <6° ride the untouched fast path — rigs with matching limb axes (both conjure pipelines) behave byte-identically to 1.1.0. Also fixed a numerical instability in the swing comparison near 180° that minted large phantom corrections on symmetric skeletons. Skill doc: new "Hips-only first" recipe for splitting trunk vs limb faults, plus an honest note on the permanent roll blind spot (bone positions can't see limb twist — a rig that still folds after this differs by roll; measure the GLB's true binds or re-author that clip on that rig).
1.1.0
Fresh-install fix: a game that installed pose-lab and never opened god mode got a Library full of names it couldn't play — the dummy shipped with the workshop's saved-pose/animation lists baked into its state while the game's own database was empty, and the seed import + Library tab only ran from the god rig's boot. Now the hub's own behavior boots the library on spawn (seed import + Library tab, no god session needed), the dummy ships with empty list mirrors that re-sync from the database every room load, and Play/Load self-heal by seeding once and retrying when a seed-known name is missing. Seeding still never overwrites your own saved rows.
1.0.0
First release. God-mode posing bench: link any standard-named humanoid, drag joint dots on the body or sliders in the bench, mirror, move the root, cook snapshot timelines into playable clips. Ships 15 animations + 7 poses, saves your own to the game's database, and hands them to game code through one require. Auto-retargets every clip into the linked model's own skeleton — plug and play on any standard rig.