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RuneFist Studios

Motion Lab

Available now

Rig 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

The saved material setup reacts live before any bake is committed.

01

Set up one direct chain

  1. 1

    Select the first Group

    Choose the driver at the start of one cape, hair strand, cloth strip, tail, or chain.

  2. 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. 3

    Choose the material

    Start with Hair, Soft Cloth, Heavy Cloth, Leather, Rubber, or Metal Chain, then fine-tune only if needed.

  4. 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. 1

    Open Bake Physics to Keyframes

    Choose the setup when the model contains more than one.

    Animate > Motion Lab > Bake Physics to Keyframes

  2. 2

    Choose detail

    Preview the sampled result at the level of keyframe detail you need.

  3. 3

    Bake

    Write ordinary rotation keys while preserving existing authored pose keys.

  4. 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. 1

    Select the setup root

    Choose the first Group in the saved physics chain while in Edit mode.

  2. 2

    Open Physics Setup

    The existing recipe opens as Adjust Physics.

    Tools > Creator Glove > Motion Lab > Motion Lab Rigging > Physics Setup...

  3. 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.