AnimFuse is a Unity Editor tool designed to help you blend Humanoid animations by body part, edit the resulting Pose and bake the result into new reusable .anim clips.
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This package is provided solely for evaluation, learning, or testing purposes before purchase and is not permitted for commercial use.
AnimFuse – Animation Blending, Pose Editing and Baking v1.0
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Description
Blend Humanoid animations by body part, edit pose, preview the result, and bake polished new .anim clips directly inside Unity.
Creating character animation variants should not require rebuilding animations from scratch.
Combine the legs from a walk cycle with the upper body from an aiming pose, merge attack motions with movement, create carry-walks, injured walks, weapon-ready locomotion, and other layered character animations directly inside Unity.
Instead of setting up temporary Animator layers every time, AnimFuse lets you create permanent animation clips that can be reused in your Animator Controller, transitions, blend trees, cutscenes, player controllers, and gameplay systems.
Choose your source animations, decide which body parts each clip should control, preview the final motion, and bake the result into a clean Unity animation asset.
Perfect for developers who use Humanoid animation packs and want more variety without buying or creating a separate animation for every possible character action.
Key Features:
Blend two Humanoid animation clips into one animation
Built-in Humanoid pose editing for the torso, spine, chest, head, arms, hands, legs, and feet
Independent Clip 2 influence for Body, Head, Arms, Legs, and Fingers
Master influence control for quickly adjusting the complete blend
Real-time animation preview
Clamp, Loop, Stretch and Loop Clip 1 + Stretch Clip 2 time mapping for clips of different lengths
Independent root position and root rotation sources
Preserve or remove root translation and rotation with in-place options
Visual XZ root-motion trajectory
Automatic or custom output frame rate from 1–240 FPS
Copy Clip 1 animation events or omit them
Unity Undo/Redo support for all pre-bake settings
Bake standalone, retargetable Humanoid .anim clips
Editor-only workflow with no runtime component required
Ideal For:
Combining locomotion with aiming or combat poses
Reusing upper-body animation across different movements
Creating quick animation variations
Correcting poses without reopening the source animation
Building reusable Humanoid animation libraries
Use AnimFuse to turn your existing animation library into a larger, more flexible collection of production-ready clips.
Technical details
Tool type: Unity Editor extension
Supported rig type: Humanoid
Output format: Standalone, retargetable Unity .anim
Runtime dependency: None
Open from: Tools > AnimFuse > Animation Blender
Animation Blending
Blends two non-legacy Humanoid animation clips
Clip 1 normally defines the output timeline
Independent Clip 2 controls for Body, Head, Left/Right Arms, Left/Right Legs, and Left/Right Fingers
Master influence and individual region weights from 0–1
Clip 2 time mapping options: Clamp, Loop, Stretch and Loop clip 1 + Stretch clip 2
Automatic frame rate uses the higher source frame rate
Manual output frame rate supports 1–240 FPS
Pose Editing
Constant Humanoid muscle-based pose adjustments applied after blending
Editable targets include Torso, Spine, Chest, Upper Chest, Head & Neck, Arms, Forearms, Hands, Legs, and Feet
Preview and bake use the same evaluated Humanoid pose
Output remains Humanoid and contains no skeleton-specific correction curves
Root Motion
Independent Clip 1/Clip 2 sources for root position and rotation
Position modes: Preserve, In Place XZ, and In Place XYZ
Rotation modes: Preserve and In Place
Optional processed XZ trajectory preview
Quaternion continuity is maintained during root-rotation processing
Current Scope
Humanoid animation only
Additive, mirrored, and Translate DoF clips are not supported
Extra bones, Generic Transform curves, blend shapes, and object-reference curves are not baked
FBX export is not included in the current release




