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RuneFist Studios

Motion Lab

Available now

Motion Lab overview

A focused rigging and animation workflow built around native Groups and keys.

Learn how Motion Lab connects existing Group pivots, poses directly in the viewport, and keeps finished motion editable in Blockbench.

4 min read

Rig, pose, and finish motion without leaving Blockbench's native animation workflow.

01

The model stays native

  • Existing Group pivots form the rig.
  • Pose Handles write position and rotation keys to real Groups.
  • Virtual endpoints and viewport guides do not export.
  • Generated motion remains ordinary editable timeline data.

02

The working path

  1. 1

    Connect the skeleton

    Use Auto Setup when the hierarchy and pivots are already correct, or review the rig in the viewport.

    Edit mode > Pivot Skeleton

  2. 2

    Pose the model

    Enable Pose Handles and drag the focused controls at the current playhead time.

    Animate mode > Pose Handles

  3. 3

    Shape the motion

    Use in-betweens, curves, effects, and modifiers on selected native keys.

    Animate > Motion Lab

  4. 4

    Keep editing

    Adjust the result while Motion Lab owns its generated keys, or finalize it into the timeline.

03

What the beta rigs

Motion Lab works with rigid Group pivots and numeric transform tracks. It does not create weighted skinning, finger or facial rigs, stretchable bones, or a general constraint graph.