Batch-configure downloaded humanoid animations: rig, avatar, root transform, and the range-of-motion limits Unity silently clamps your poses to. One click on a folder, several characters at once.This tool is an Editor extension. It only edits import settings and avatar data on FBX files, and never touches materials, shaders or rendering. It behaves identically in Built-in, URP and HDRP, and no render pipeline package is required.Configuring downloaded humanoid animations is the same twenty clicks, per file, forever. Set the rig to Humanoid. Point the avatar at the character. Open Root Transform. Bake Into Pose, three times. Based Upon, Original, three times. Then do it again for the next forty clips.Humanoid Animation Importer does all of it on a folder, in one click. Every model is switched to Humanoid, the character generates its avatar, every animation is pointed at that avatar, and every clip gets its Root Transform settings. Models already matching the settings are skipped, so nothing is reimported for nothing.THE PROBLEM NOBODY ELSE FIXESA humanoid clip does not store rotations. It stores every muscle normalized to [-1, 1], and those bounds are the range of motion declared in your avatar. Downloaded animations are authored on a generic skeleton that ignores those bounds, so a pose can ask for far more rotation than your avatar allows. Unity clamps it. On screen, the head barely turns, or a limb points somewhere absurd, and nothing in the Editor tells you why.This is not reserved to extreme poses. Two real measurements, on stock animations of a stock character:- Aiming idle: the head asks for 1.96x the allowed rotation and gets clamped to half of it.- A plain walk: the shoulder asks for 1.54x.If an ordinary walk cycle is already being clamped, so is most of your library, and nothing in the Editor has ever told you.The tool measures it. Right after Apply, it reads the muscle curves off the clips it just imported and lists every muscle that goes out of range, with the value it peaks at and when it happens. No extra step to find, nothing to configure. Widen the character limits then gives the avatar exactly the range those peaks need, and the list drops to zero.Measuring changes nothing on its own. It reports, you decide.WHY BASED UPON = ORIGINALBecause Body Orientation and Center of Mass make Unity recompute the pose from the centre of mass, which distorts asymmetric poses: an outstretched arm, an aiming stance, anything not symmetrical. Original keeps the pose the animator authored. The tool defaults to it.- Animation Type set to Humanoid on a whole selection.- Avatar wiring: the character builds its avatar, the animations copy it. Automatic, no field to fill.- Root Transform Rotation, Position (Y) and Position (XZ) set to Bake Into Pose with Based Upon = Original, on every clip. Each row has its own checkbox.- Several characters in one folder: animations named Character@Animation.fbx are paired with their own character. Two characters sharing a file name in different folders are never mixed up.- Muscle range analysis, run automatically after every Apply, including overshoot between keyframes.- Per character limit widening, with an adjustable margin.- Anything it cannot resolve is reported, never guessed.- Works on any humanoid FBX, not just downloaded ones.- Editor only: the tool sits behind an editor assembly definition, so none of it is compiled into your builds.- No third-party dependencies, no runtime component, no scene changes.- Built-in, URP and HDRP: the tool never touches materials or shaders.- Full documentation included.The C# editor code and the documentation of this package were written with the assistance of an AI coding assistant (Claude), under my direction and to my specification. Every feature was reviewed, run and validated by me inside the Unity Editor before release: the measurements quoted on this page are real values produced by the tool on real animation files, not generated text.This package contains editor C# scripts and documentation only. It ships no art, audio, 3D models or animations, AI-generated or otherwise.




