Alright, mecanim keeps giving me really hard time. But ranting aside. .anim format itself presents another challenge altogether, due to complete lack of documentation on internal workings of mecanim. Here's the current problem i have - Animator permits SetBoneLocalRotation. Which is fine, however - .anim (yaml serialization) format itself (humanoid one, not generic/legacy) contains a set of curves which are muscle set tensors such as Code (CSharp): Spine Front-Back Spine Left-Right Spine Twist Left-Right Chest Front-Back Chest Left-Right Chest Twist Left-Right UpperChest Front-Back UpperChest Left-Right UpperChest Twist Left-Right Neck Nod Down-Up Neck Tilt Left-Right Neck Turn Left-Right Head Nod Down-Up ... ...And no way of setting those to animator. Could you, perhaps, provide a table of translating these into direct bone rotations? And also explaining why mecanim is STILL so rigid and under-exposed to scripting, after all this time? p.s. I mean, I do suspect that you compile animations and state machines into bytecode for sake of speed optimization, but don't tell me you could've not added JIT recompiler for them. This goes completely against every other piece of flexibility unity3d has to offer. p.p.s. Or is SetBoneLocalRotation for legacy/generics only, and humanoid is completely sealed beyond a rigid wall?