BT-Animation Converter Pro: Humanoid ⇄ Generic ⇄ Legacy Converter OFFICIAL SALE

Stop Re-Animating What You Already Own


Every Unity developer eventually hits the same wall: a beautiful animation library that's the wrong type for the rig you actually need it on. A Mixamo pack that's Generic when your character needs Humanoid retargeting. A Humanoid clip you need baked down to a fixed Legacy skeleton for an old Animation-component system. Re-animating from scratch isn't an option, and hand-converting curve by curve is a professional's afternoon gone.

BT-Animation Converter Pro handles all six conversion directions between Humanoid, Generic and Legacy from inside the editor, with the honesty most tools skip: every loss, every clamp, every unmapped bone is reported, not hidden.


🎯 Core Conversion Engine

DirectPath Lossless Legacy ↔ Generic

  • Legacy and Generic clips share the same transform-path curve layout, so this conversion is a direct copy, not a re-sample
  • Events, loop settings, and object reference curves carry over automatically

QuadSample — Humanoid ↔ Generic/Legacy Baking

  • Bakes the source clip onto a live instance of your rig and rebuilds it as transform curves, frame by frame
  • Quaternion continuity is enforced during sampling no hemisphere flips, no wrist-snapping on fast rotations
  • Adaptive keyframe reduction (Douglas-Peucker on position, rotation and scale independently) shrinks file size without visible drift
  • Constant tracks collapse to a single key automatically, cutting file size hard on rigs with dozens of static bones

MuscleBridge — Generic/Legacy → Humanoid Retargeting

  • Reads the source animation back through a real Humanoid avatar via Unity's own HumanPoseHandler, so results stay compatible with Mecanim, Animator Controllers and retargeting to other Humanoid rigs
  • Root motion is measured, never assumed travel gets divided by the avatar's human scale so the output plays correctly on differently sized characters

🦴 Bone Mapping & Avatars

AutoRig — Automatic Bone Matching

  • Recognizes and normalizes naming conventions from Mixamo, 3ds Max Biped, Blender Rigify, Character Creator, and Daz out of the box
  • Two-pass matching (exact, then partial) so accessory bones never steal a slot meant for a core joint
  • Full finger support across all five fingers, both hands, every common naming scheme
  • Missing required bones stop the conversion with a named list instead of producing a silently broken clip

Avatar Priority Chain

  • Uses a supplied Humanoid avatar first, falls back to one already on the source rig, and only builds one automatically as a last resort because an auto-built avatar treats the rig's current pose as T-pose, which distorts results on animation-only FBX files that don't rest in T-pose

🎬 Movement Control

Three Root Motion Modes

  • Keep Movement travel stored in the clip becomes permanent in the result
  • Lock In Place — removes horizontal travel and turning while preserving vertical motion like jumps and body bob (the most common choice)
  • Lock Completely freezes the movement node entirely

Configurable Movement Source

  • Point the tool at the model root or a specific bone (hips, pelvis) for rigs that accumulate travel somewhere other than the root
  • The model root itself is never animated directly, preventing the "snaps to world origin" bug that naive bakers produce

📊 Batch Processing & Reporting

  • Drag in single clips, whole FBX files, or entire folders folders are scanned recursively
  • Cancellable progress bar for large batches
  • Per-clip report cards: curves transferred, curves dropped, events carried over, every warning explained in plain language
  • One-click ping to select any converted clip directly in the Project window

🛠 Built for Real Production

  • Clean, branded editor window with drag-and-drop, live validation, and a system folder browser for output paths
  • Missing output folders are created automatically
  • Adjustable precision: sample rate, position/rotation/muscle tolerances, all exposed on the Advanced tab
  • Every conversion writes a new .anim file your source clips, including ones embedded in FBX files, are never modified

What You Get

  • Complete, commented editor-only source code
  • Full documentation covering every setting, every conversion route, and what each one costs