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2.1.6

Animation LayersAugust 4, 2026reconstructed

New

  • Animation Layers - stack a second layer on any clip and keep a pass separate from the motion underneath it. Weight, blend mode, mask, mute and merge all work. The layer strip sits above the dopesheet in the Keyframe Editor; the + Layer button in the toolbar starts the stack. Lite carries up to two layers per clip, base included.
  • Mirror a whole clip, not just a selection - turn a left-handed swing into a right-handed one in a single step: every paired curve swaps sides, the spine and root mirror in place, and all layers move together. It reads your rig's rest pose, so a skeleton whose two sides were never built as clean reflections mirrors correctly too.
  • Clip Actions, next to Add Property - a new button in the track list header that collects what acts on the whole clip rather than on your selection: mirror, select every key, and clear out keys that do not change the curve.

Improved

  • IK behaviour, overhauled - humanoid rigs are now held to the bone constraints Unity itself defines, so a limb cannot be solved into a pose the Animator will not reproduce. IK pinning was reworked alongside it.
  • Performance work across the editor.

Fixed

  • Layered clips no longer flatten on sight - a clip built in Pro opens, previews and scrubs in Lite as before. Only a stack deeper than Lite handles asks before it collapses, and saved versions keep their layers either way.