Workflow
Stack layers top to bottom. Each layer poses bones in world space on top of the previous result, so order matters.
Name and tags
Name the animation in the top bar and add up to three tags (Enter or comma adds, × or Backspace removes). They are saved with the project, name the Save file and the exported clip, and a gallery preset fills them in when loaded.
Angles
Pitch + leans forward, Yaw + turns right, Roll + tilts right. Distances are metres (1 m = 100 UE units).
Looping
With Loop and Seamless on, every periodic layer (gait, breathing, sway, look-at, noise, pulses, repeats) is snapped to a whole number of cycles of the clip, so any duration loops without a pop. The line under the transport shows what was adjusted. Locomotion can adjust speed or stride to fit; use Fit clip duration on the card to keep the exact speed instead.
Keyframes
Every slider has a diamond: click it to key the value at the playhead, click a filled diamond to remove that key. Keyed rows show a curve strip: click a key to jump to it, drag to move it, double-click to add one, right-click to delete. Moving a keyed slider keys it at the current time. S/L toggles smooth or linear.
With Loop on, curves wrap so the last key flows back into the first. Keying a rate (breaths per minute, sway period, speed) while Seamless is on makes the cycle count jump mid-clip; the line under the transport warns when that happens.
Animation clips
The Animation clip layer plays an existing animation (the bundled list in src/anim/pre/, or Import… a .glb/.fbx). Bones are transferred as world-space deltas from the clip's rest pose, so it works on any Manny export. Set the in/out range and speed, choose loop / hold / ping-pong, and use Loop crossfade to blend the clip's tail into its head so a one-shot loops cleanly. Override replaces the pose below it (weight-blended); additive stacks it on top of, say, a walk. Body-part weights and the four limb locks (IK-hold a foot or hand at its clip-start or bind pose) give per-limb control, and every slider can be keyed.
Attached props
The Attached prop layer puts a mesh on any bone: the built-in Handgun, Hatchet and Dagger (real sizes; all share one grip convention - grip along Z through the fist, origin at its centre, forward X - so one hand socket fits all three), a placeholder box, or Import… a .glb in metres. Its sliders are the Unreal socket transform - location in cm on X fwd / Y right / Z up, rotation as pitch / yaw / roll - so tune it while the animation plays, then press Location, Rotation or Scale to copy text you can paste straight onto the socket's Relative properties in the Skeleton editor (All also gives an FTransform). The axes helper uses Unreal colours: X red, Y green, Z blue. Props are for preview only and are not exported.
Shortcuts
Space play / pause (at the end it starts over) · ↻ continuous playback even with Loop off · ← → step a frame · [ ] previous / next key · Home to start · Ctrl+E export · Shift+↑↓ on a value steps ×10
Unreal import
Drag the .glb into the Content Browser, set Skeleton = SK_Mannequin in the Interchange dialog and tick Import Only Animations if you do not want the proxy mesh. See README.md for root-motion notes.