Motion Lab
Available nowRig and bake secondary motion
Keep follow-through live while posing, then bake it when the motion is ready.
Preview a direct cape, hair, cloth, tail, or chain response and bake the approved result to editable keys.
7 min read
01
Set up one direct chain
- 1
Select the first Group
Choose the driver at the start of one cape, hair strand, cloth strip, tail, or chain.
- 2
Open Physics Setup
Review the exact root-to-end path before saving anything.
Tools > Creator Glove > Motion Lab > Motion Lab Rigging > Physics Setup...
- 3
Choose the material
Start with Hair, Soft Cloth, Heavy Cloth, Leather, Rubber, or Metal Chain, then fine-tune only if needed.
- 4
Save Setup
Store the non-destructive live setup on the first Group in the chain.
02
Preview while you animate
Animate the driver or one of its parents. The followers react during playback, scrubbing, and stopped-frame posing, including a new animation whose duration is still zero.
03
Bake editable keys
- 1
Open Bake Physics to Keyframes
Choose the setup when the model contains more than one.
Animate > Motion Lab > Bake Physics to Keyframes
- 2
Choose detail
Preview the sampled result at the level of keyframe detail you need.
- 3
Bake
Write ordinary rotation keys while preserving existing authored pose keys.
- 4
Adjust or finalize
Change the bake detail later, or keep the keys and remove only the recipe.
04
Adjust or remove a setup
- 1
Select the setup root
Choose the first Group in the saved physics chain while in Edit mode.
- 2
Open Physics Setup
The existing recipe opens as Adjust Physics.
Tools > Creator Glove > Motion Lab > Motion Lab Rigging > Physics Setup...
- 3
Update or remove
Choose Update Setup to save new values, or Remove Setup to delete only the live physics recipe. Existing bones and animation keys remain.
05
Know the path limits
- One setup follows one direct root-to-end path.
- Splits, overlaps, invalid roots, and unrelated side branches are rejected or ignored.
- Expressions, non-uniform scale, stale identities, and overlapping setups are not silently baked.
- Removing a setup keeps bones, geometry, saved bake records, and existing animation keys.
