Momentum — Physically Correct Jumps: Gravity, Push-Off, Landing and Spin, Measured Before and After
What does it change in my animation?
Only the root of the rig (and, on a rig with IK feet, the foot controls so the planted feet stay where you put them). The correction goes to separate NLA tracks that Momentum creates and keeps a list of; your own keys and NLA tracks are not touched. Remove deletes Momentum's tracks and gives back your active action, the frame range and the pose values as they were right before Apply. Remove is not Undo: changes you made after Apply stay.
Which jumps does it work on?
Any part of the animation where no foot touches the ground: hops, jumps, leaps, turns in the air, the flight phase of running. It was run on 10 hand-keyed jumps on four rig setups and on three motion-capture clips (a forward jump, jumping jacks, a run).
Does it simulate my character like a ragdoll?
No. Nothing is simulated and no forces are added to joints. Momentum measures the motion you animated and corrects the root along the arc that gravity allows, keeping your poses.
How do I uninstall it?
Press Remove on every armature you corrected, then Edit > Preferences > Add-ons > Momentum > Uninstall. Without Remove, Momentum's NLA tracks stay in the file and keep playing.
What if the jump cannot be made physical?
Then nothing is changed and the panel says why, with a number — for example "the leg is 13 mm too short to put the body on a ballistic arc", or how many g of push-off the jump would need. You decide what to change in the animation.
Do I need the character mesh?
No. Without it the classic anthropometric table is used. With the skinned body mesh picked in the panel, Momentum measures where the mass really is; on nine body types (child, dwarf, elf, orc and others) the table put the centre of mass 12–66 mm away from the mesh's own, and with the measured masses gravity in flight came out within 1% when checked on the centre of mass of the mesh volume itself.
Which rigs?
Generated Rigify (legs in IK — with legs in FK Momentum explains this and changes nothing), Mixamo-style skeletons (mixamorig: names, also at object scale 0.01), UE-style game rigs (MPFB game_engine) and BVH skeletons. Auto-Rig Pro has not been tested. Other rigs are reported as not recognised and nothing is changed.
Does it work on Mac?
Yes. It runs inside Blender with nothing to install besides the add-on: checked on macOS (Apple M4) with Blender 4.2.9 and 5.2.2.