PureMotion
(This documentation is for the original version of PureMotion and is currently not updated with all the new features)
Kuruma's Animation Toolbox
So you’ve got mocap data. It’s noisy, the feet slide, euler flips are everywhere, and you need it clean enough for games. Kuruma's Animation Toolbox is made for that: cleaning, fixing, and preparing character animation inside Blender.Here’s what it does and how to use it.Requirements
- Blender 5.0 or newer
- An armature with an active action (the add-on works on your current animation)
Installation
- Download the add-on .zip from your purchase.
- In Blender: Edit → Preferences → Add-ons.
- Click Install and choose the .zip file.
- Enable Kuruma's Animation Toolbox.
- The toolbox appears in the 3D Viewport sidebar (press N), under the Kuruma category.
Quick Start
- Select your rigged character (armature).
- Make sure it has an action assigned.
- Open the Kuruma panel in the 3D Viewport sidebar.
- Choose a rig preset (Mixamo, UE Mannequin, Rigify, Rokoko, or Custom).
- Use Apply or Auto-Detect to map bones.
- Start with Save Snapshot before big changes, then work through the sections below.
Features
Rig presets
Rig types differ in bone names. The add-on supports Mixamo, UE Mannequin, Rigify, Rokoko, or Custom.- Apply — Fills bone fields from the selected preset.
- Auto-Detect — Tries to recognize your rig from its bone names.
Cleanup
Keyframe decimation
Mocap often has far more keyframes than you need. Decimation removes redundant ones while keeping the motion.- Error threshold — Higher values remove more keys; lower values keep more detail. Try around 0.05 and adjust.
- Preserve first/last — Keep start and end keyframes (usually what you want).
Noise filter
Reduces jitter and noise without killing important motion. Three filters:- Moving average — Simple, fast.
- Gaussian — Smoother, good default.
- Butterworth — Low-pass style, useful for clean curves.
- Strength — 0 = original, 1 = fully filtered. Start around 0.5.
- Iterations — Multiple passes for more smoothing.
- Window size — Neighbors considered; larger = smoother.
- Preserve first/last — Keep start and end values intact.
Euler filter
Rotation curves sometimes flip by 180°. This cleans those discontinuities. One click, no extra settings.Scale correction
Useful when units don’t match (e.g. cm vs m). Scale factor multiplies all location data.- 0.01 — cm → m
- 100 — m → cm
Root motion
Common need for game engines: character moves in place while the root holds the world-space movement.- Add root bone — Create a root at the origin. “Reparent Existing Bones” keeps your hierarchy organized.
- Bake in-place — Choose the source bone (usually Hips or Pelvis). Movement is baked onto the root; character stays in place.
- F-curve extraction — Direct extraction from hip/pelvis F-curves to a root bone (more advanced workflow).
Foot tools
Sliding reduction
Detects when feet are on the ground and smooths horizontal motion during contact.- Left/Right foot bones — Foot bone names (or toe/heel).
- Height threshold — Z height below which contact is assumed.
- Smooth strength — 0.85 is a good starting point; tweak per clip.
Foot IK setup
Adds IK targets for both feet and bakes FK into them. Optional pole targets for knee direction.- Chain length — 2 = typical leg (thigh + shin).
- Create pole targets — Optional, for controlling knee bend.
Pin feet to ground
During detected ground contact, IK targets are pinned to the ground. Use Pin Blend Frames to ease in and out of contact.Looping
Smart loop finder
Scans the clip for poses that match a reference frame so you can cut to a clean loop.- Move the playhead to a good start pose.
- Click Use Current Frame to set the reference.
- Set Min loop length.
- Click Find Loop Points.
- Inspect the suggested match; lower score = better match.
- Trim to Loop to keep only the looped range.
Loop blend
Smooths start and end so the clip loops cleanly. Blend Frames controls how many frames are blended; 10 is a solid default.Export
Export FBX for Unreal — One-click export with common Unreal settings: deform bones only, no leaf bones, correct axes. Select the armature (and mesh if needed) and export.Batch processing
For blend files with many actions, the Batch Process panel lets you apply decimation, smoothing, euler filter, and loop blend across all actions at once. Use checkboxes to choose operations, then run once.Snapshots
Save Snapshot stores a copy of the current action before major edits. Restore Snapshot brings it back. Useful when experimenting.Suggested workflow
- Save Snapshot — Backup before edits.
- Apply preset or Auto-Detect — Map bones.
- Euler filter — Fix rotation flips first.
- Smooth — Reduce noise (Gaussian, strength ~0.5).
- Decimate — Trim unnecessary keyframes.
- Foot tools — Fix sliding and, if needed, add foot IK.
- Root motion — Add root bone and bake in-place if needed.
- Loop — Use smart loop finder or loop blend for cycles.
- Export FBX — Export for Unreal or other tools.
Bone targeting
In the main panel you can choose All Bones or Selected Bones. Use Selected Bones when you only want to affect specific bones (e.g. arms only, or only the upper body).Tips
- Start with small changes and test often. Undo works; Snapshots add safety.
- Use Selected Bones when experimenting on a single limb or region.
- For strong smoothing, increase iterations or window size instead of maxing strength.
- After decimation, inspect playback to ensure important accents aren’t lost.
- For Unreal, bake root motion before export.
Need help?
If something doesn’t work as expected, share your Blender version, rig type, and what you tried. Common issues:- Armature has no Action — Assign an action in the Dope Sheet or Action Editor.
- No suitable loop points found — Lower min loop length, or use a different reference frame.
- Bone not found — Double-check preset or bone names (case-sensitive).
Thanks for using Kuruma's Animation Toolbox.Have fun, and keep animating.