THE ECHO POSE WORKFLOW
Start with motion.
Make it your own.
Echo Pose is a standalone animation-editing plugin by Lil Guys LLC. Select a bone at a frame, edit the pose, and spread the change over nearby frames with a falloff. Public release details will be announced on this site.
In Unreal Engine
Open an Animation Sequence with Edit in Echo Pose, or select a skeletal mesh actor playing an Animation Sequence and open the Echo Pose mode.
Scrub to the pose you want to change. Click a joint. W moves it; E rotates it. Hands and feet reach with IK, while the pelvis translates.
Set the Start and End of the blend interval and choose the falloff. These control how the next spatial edit spreads through nearby frames.
Review the preview, commit the gesture, then play the motion. Escape cancels an active edit. Editor undo and redo let you revisit committed changes.
Keep the movement you like
Recognized feet are protected by default on newly opened clips. Lock feet controls their actual lock state. Lower the pelvis to bend the legs while preserving each foot's original per-frame animated position and orientation.
A lock preserves the existing motion. It does not add collision, snap a foot to the floor, or repair a previously committed bad pose. Undo an unwanted edit before trying it again with locks.
See the paths. See the echoes.
Ctrl-click tracks multiple joints; box and lasso selection help build a group. Colored paths show the tracked movement across the clip. Click a path point to choose its joint and frame, then edit it with the gizmo. One joint is active for editing at a time.
Blue mesh echoes show earlier poses and green echoes show later poses. Before and After spans set the blend interval for your next edit. Count and opacity control the overlay. Mesh echoes show the base skinned silhouette; cloth, morph animation, attachments, and source material detail are not represented in them.
Shape the timing deliberately
Switch to Timing to move a whole-body pose earlier or later inside a fixed Start/End window. The clip length, endpoints, and outside frames stay fixed. Timing currently refuses clips with notifies, sync markers, curves, or attributes, so timed metadata cannot silently fall out of sync.
Changing a blend span in Sculpt does not retime the animation. Timing is a separate operation, and it moves all bones together.
In Blender
With an armature in Pose mode, an active bone, and an Action, Ctrl+Shift+G drags the bone and Ctrl+Shift+R turns it. Click to keep the edit or press Escape to cancel. The Echo Pose sidebar sets ranges, falloff, limb locks, and overlays.
The Blender add-on works over supported Actions. It refuses unsupported setups such as constraints, NLA blending, curve modifiers, axis-angle rotation, and non-uniform parent scale. The newer Unreal mesh-echo, multi-path, connected-control, and timing interfaces are not yet Blender parity features.
What comes next
Godot, Unity, and video-to-motion workflows are planned. There is no announced price or release date, and no public marketplace download is offered here.