ðŽ VXA 3D Viewer
Load a VXA file to view the skeleton
ðĶ
Skeleton
â
Properties
Select a node to view properties
Node
Transform
Position
0.00, 0.00, 0.00
Rotation
0.0°, 0.0°, 0.0°
Position Offset
Apply position offset to this bone across all animation frames.
Current Offset:
X: 0.00, Y: 0.00, Z: 0.00
All Position Offsets:
Options
ðĪ
AI Animation Generator
OpenRouter Configuration
Get your key at openrouter.ai/keys
See available models at openrouter.ai/docs#models
Animation Settings
Ready
ðŊ
Animation Retargeting
Step 1: Load Reference VXA
âģ
No VXA reference loaded
Step 2: Load Animation File
âģ
No animation file loaded
Bone Targeting
Mapped: 0 / 0 (0%)
Presets
Presets save Bone Mapping and Source Edits for quick reuse across animations of the same rig.
Step 3: Bone Mapping
Saved mappings are tied to the current VXA rig (target node names). Load them when using the same rig structure.
ðŊ Manual Bone Mapping
Select one bone from each list, then click "Map Selected" to create a mapping.
Source Bones (Animation)
â
Target Bones (VXA)
Select one bone from each list
Mapped: 0 / 0 bones (0%)
Coordinate System
Mode: Auto
Source: Not detected
Transform: None
Position Retargeting (Per Axis)
Choose which position axes to retarget from the source animation. Unchecked axes will use the original VXA positions.
Per-Bone Rotation Offset (Fine-tuning)
Adjust rotation values per bone if parts look odd. Select a bone, set offset values in degrees, apply, then retarget again to see the results.
Bones with Offsets:
Retarget
Export
Visualization
Source Animation Scale
Uses mapped target bone lengths per bone to rescale source offsets.
Flip Scale (Mirror)
Source Rotation (Degrees)
Source Animation Position Offset
Ready
ðĶī
Bone Mapping
â
Retarget Settings
ð
Source Position Edits
Bone
Mode
Position (units)
Bones with Position Edits
Rotation (degrees)
Mode
Bones with Rotation Edits
00:00 (0)
30