Your character as a Unity Humanoid that moves like it does in Blender. AvatarForge maps the bones, learns from your own animations what the Humanoid avatar leaves out, puts it back at runtime, and measures every clip on the skin, before and after.
A Humanoid avatar keeps one bone per slot and a few muscles per joint. Everything else is dropped: twist bones, extra spine and neck bones and metacarpals freeze in their rest pose, fingers keep only their curl, the twist of the arms and legs is shared out differently, and bones your animation moves stop moving. The skin drifts — on the UE5 mannequin by up to 97 mm — and Unity's own automatic mapping put its fingers one bone off.
What you get
- Bone mapping in Blender — every Humanoid slot filled from the names of UE5, Mixamo, CMU/BVH, Rigify and Left/Right rigs; the spine spread over Spine, Chest and UpperChest; fingers without the metacarpals; every slot editable by hand.
- Check Rig — what Unity will refuse (missing slots, a slot that does not hang below its parent slot) and what a Humanoid would lose: each deforming bone without a slot, how far it turns in your animations and how far its skin would be off; bones that move, not only turn (Translation DoF goes on by itself); scale keys.
- Unity in one click — Tools > AvatarForge > Set Up Selected Model builds the Humanoid avatar from your mapping, learns from your clips, and saves a profile for the AvatarForgeRig component.
- AvatarForgeRig — after the Animator, it turns the bones the avatar left out and restores the twist of the arms and legs about their own axis. It runs on any Humanoid animation played on your character, never turns a bone past what your animations showed, and with Keep Avatar Joints on leaves every avatar joint exactly where the Animator and its IK put it.
- The proof in the report — each of your clips measured on the skin against your original animation, with the corrections learned from your other clips; a correction that makes any of your clips worse is left out.
Measured in Unity 6
- CMU motion capture, 15 clips: the skin's typical frame 33.8 → 16.6 mm, better on every one of the 15 clips.
- UE5 mannequin, 4 clips: idle 70.5 → 43.3 mm, walk 61.8 → 37.9 mm, two attacks 54.8 → 47.7 and 58.2 → 58.0 mm; no clip worse.
Blender 4.2 to 5.2, tested in Unity 6. No AI, no cloud, no account.