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RuneFist Studios

Motion Lab

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Motion Lab troubleshooting

Quick checks for the most common Motion Lab beta problems.

Fix missing handles, keyless poses, invalid limb solves, rejected operations, and secondary-motion setup problems.

6 min read

01

Pose Handles do not appear

  • Enter Animate mode and select an animation.
  • Confirm that the model has an applied Pivot Skeleton.
  • Turn on Pose Handles in the Animate top options bar.
  • Switch from Selected Chain to Focused or Full Skeleton when the current selection hides the rig.
  • Check Pivot Visibility Settings when unselected controls are too faint.

02

A pose preview did not create keys

  • Keep Auto Key enabled when a new key should be created at the playhead.
  • With Auto Key disabled, add a matching key at that time before dragging.
  • Release the pointer inside a valid interaction instead of cancelling or changing focus.
  • Confirm that the target is a real Group channel rather than a virtual endpoint track.

03

A hand or foot will not solve

  • Confirm the hand or foot endpoint and its semantic role in Pivot Skeleton.
  • Use one connected upper and lower Group with distinct pivots.
  • Check that the parent and child links point in the intended direction.
  • Move an unreachable target closer. Motion Lab clamps at full extension instead of stretching bones.

04

An operation is rejected

  • For in-betweens, select supported transform keys from exactly two pose times.
  • For an after-effect, leave enough time before the next artist key.
  • Remove expression or unsupported pre/post tracks from the requested operation.
  • Keep existing artist keys out of a generated span that would overwrite them.

05

Secondary motion does not react

  • Select the saved setup's first Group and verify its direct root-to-end path.
  • Animate the driver or one of its parents, not the simulated followers.
  • Check whether an authored follower rotation key is intentionally pausing the live response.
  • Remove overlapping, interrupted, or stale setups instead of forcing an ambiguous path.

06

The rig needs a feature outside this beta

Use Blockbench or another suitable rigging workflow for weighted mesh deformation, fingers, facial controls, stretchable bones, changing terrain contacts, and arbitrary constraint stacks. Motion Lab keeps those boundaries explicit instead of approximating them silently.