Find the moment.
Scrub to a frame. Pick a joint, or select a point on a tracked motion path in Unreal.

Grab a joint. Give it direction.
Let the edit flow through the frames around it.
Echo Pose brings hands-on pose and motion editing into your animation workflow.
Watch it work
01 / IN ACTION
See the pose, the edit, and the result.
Short studies make the moving parts visible.
Our original Kite character in the actual Blender add-on. A pelvis drag spreads through the blend range while locked feet keep their steps.
Actual Blender host capture driven by scripted keyboard and mouse input. Original Kite geometry. Edited capture sequence with silent playback; not a productivity benchmark.
02 / THE WORKFLOW
Choose what changes.
Protect what already works.
Scrub to a frame. Pick a joint, or select a point on a tracked motion path in Unreal.

Translate or rotate the joint. Set a blend interval and falloff so the edit flows into nearby frames.

Review the result. Commit the edit, undo it, or try again. Your original motion remains the starting point.

03 / ORIGINAL CHARACTER STUDIES
Meet Kite, Mica, and Rook.
Three original designs. Room to move.

Amber armor, a bright visor, and a pose ready for the next step.

A taller silhouette, soft shell details, and a friendly reach.

Compact proportions, solid plates, and plenty of personality.
An actual Echo Pose core edit, rendered on an original character. A programmatic demonstration, not a recording of host UI.
Before, edit, and playback of a core-driven reach. Original geometry and an authored test motion; silent presentation.
04 / THE WORKSPACE, UP CLOSE
Real views from the prototype.
Open any capture to look closer.
Unreal screenshots are prototype test evidence using Epic's Quinn mannequin. Quinn is an Epic asset, separate from our original Kite, Mica, and Rook character studies. See media notes and provenance.
05 / THE PLUGIN
Echo Pose is in active development. Explore what works today, and what comes next.
Read the workflow guideDirect pose editing, connected joint motion, tracked paths, mesh echoes, and fixed-window pose timing.
Current test environment: Unreal Engine 5.8 · WindowsPose drags and rotations over Actions, with blend ranges, falloff, limb locks, and overlays.
Current test environment: Blender 5.2 · WindowsGodot, Unity, and video-to-motion workflows are planned. These features are not part of the current prototypes.
A FEW DETAILS
A public release and marketplace listing have not been announced. This site shows development prototypes; pricing and release dates are still to come.
The foot's existing animated position and orientation on each frame. A walking foot keeps its steps. Locks do not add floor collision, freeze a foot for the whole clip, or repair existing penetration.
They share an animation core, but the current interfaces differ. The newer tracked paths, mesh echoes, connected editing controls, and pose timing workspace shown here are Unreal features. Blender currently supports its own pose-editing workflow over Actions.
No. The short videos are edited demonstrations. The quick cut is deliberately accelerated and labeled; it is not a benchmark. Original character videos use programmatically driven Echo Pose core edits rendered in Blender. Editor screenshots and videos come from actual prototype captures.