You moved to ECS for the entity counts, and your animation workflow did not come with you. DOTS will happily simulate fifty thousand things at once, but every one of them that needs a tween, a spring, or a shake is suddenly your problem again: hand-written state machines inside Burst jobs, which is exactly the work you bought an animation tool to avoid.
The DOTS Converter takes the animations you already authored in JuiceBox and generates native ECS versions of them. Press Convert to DOTS on any animation and you get a single readable C# file containing an authoring component, a Baker, and a Burst-compiled system with the animation's math inlined into the job. No delegates, no reflection, no managed calls on the hot path. Drop the authoring component on a GameObject in a subscene and the same motion you designed in the graph now runs on thousands of entities, scheduled in parallel.
Keep your workflow. Iterate in the Sequence Editor as always, then reconvert; the file regenerates in place. Your original animations keep working untouched.
Know before you commit. Analyze runs the full conversion in memory and reports every binding: what inlines, what carries a cost, and what will not convert, with the reason and the fix. The converter refuses what it cannot translate faithfully instead of converting it wrong.
Built for instances. A thousand copies of one prefab share one generated system and one animation key. Completion hooks become main-thread events your gameplay code subscribes to, with the firing entity in the payload. Parameters become per-entity component fields.
Early access. UI and RectTransform outputs, physics outputs, and a few effect shapes do not convert yet; the included guide lists every limitation plainly. Buy it now at a reduced price and get updates for free later.