Automatic damping, controlled by easily adjustable numeric settings, lets you fine-tune each skeleton to achieve the natural motion effect you want. Mirai skeletons are not simply constraint representations, but actual objects whose joints, bones and body can be directly manipulated and edited. Because a skeleton is an object, poses can be saved directly on the skeleton rather than in a keyframe channel, making them reusable in any animation, and separating motion from time. Since states can be derived from keyframe or motion capture data, interesting positions can be embedded into the topology and even broken down to the most finite element. Then, motions can be rebuilt by combining skeletal states into keyframes.
States become building blocks for creating and refining motions.
Elements of a skeleton can be disconnected from their respective structures and joined with another skeleton without invalidating the IK capabilities or states. For example, if you copy a hand from one skeleton to another, any poses that were available for the hand on the first skeleton will be instantly available on the new topology. Now animation sequences, whether keyframed or motion captured, can function as animation building blocks. Mirai's motion editing system makes it possible to quickly transition, scale and loop motions. Calculated based on the study of actual human movement, editing operations are highly accurate and natural.