# Pose Extractor Wizard

The **Pose Extractor Wizard** allows you to create a bone-based [pose ](https://rogodigital.gitbook.io/lipsync-pro/editor-windows-and-inspectors/lipsync-inspector/phoneme-and-emotion-poses)from a frame of an animation clip. This can be useful if you'd prefer to create your poses in an external 3D package like 3DS Max, Maya, etc.

Start by importing your animations, making sure the bones in the animation files match the bones in the model you'll be applying them to.

{% hint style="info" %}
The Pose Extractor Wizard uses transform references in the animation clip, not Mecanim's humanoid retargeting system - because of this your animation may need to be imported as **Generic** instead of **Humanoid**. See [this guide](https://docs.unity3d.com/2017.4/Documentation/Manual/FBXImporter-Rig.html) for more information.
{% endhint %}

Once your animations are properly imported, go to the [LipSync ](https://rogodigital.gitbook.io/lipsync-pro/concepts-and-components/lipsync)component on the character you want to apply the poses to, open the first pose you want to create and click the **Create Pose from AnimationClip** button. In LipSync, you will need to enable the **Use Bone Transforms** checkbox if you haven't already. This will open the Pose Extractor Wizard.

Assign the animation clip that contains your pose (or poses) in the **Animation Clip** field at the top. After a short pause, a list of all the transforms in the clip will appear, along with the matched transforms in your model.

![An example using the GRFLHead\_Liza demo model](https://1206006049-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-M7ifuKNYK9DgInzHsZz%2F-MKEYGjeKIHmXFcZSh0y%2F-MKEtY-0RxOxZ7TeO71K%2Fimage.png?alt=media\&token=3754239e-110a-40a5-83f0-55ce9c114fa2)

It's a good idea to only include the bones that actually affect the pose, to improve layering between Emotions and Phonemes. To do this, you can check/uncheck each bone on the left, or optionally provide an **Avatar Mask** to control which bones are included.

{% hint style="danger" %}
You may need to manually assign the bone references. If the hierarchy or naming scheme for the bones is significantly different between the animation clip and the target model, LipSync may not be able to automatically match them up.
{% endhint %}

Once you're happy with the selection, click the **Continue** button to go to the next step.

![](https://1206006049-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-M7ifuKNYK9DgInzHsZz%2F-MKEYGjeKIHmXFcZSh0y%2F-MKEufW4I66Lb-vfrGp5%2Fimage.png?alt=media\&token=51ad711c-0524-4f99-b045-0f5c803cbba6)

You can now change the frame of the animation you want to use by dragging the **Animation Frame** slider at the top of the wizard. This will update both the positions and rotations in the list at the bottom, as well as the model in the scene. You can use this to find the correct frame for your pose, before clicking **Finish** to apply the chosen frame to the pose.
