# Animation Network

Animation nodes are designed to work in a particular way.

<figure><img src="/files/hg5h8kGMihRNPzfeZ5IM" alt=""><figcaption><p>The default setup for animation transfer.</p></figcaption></figure>

Above we have the default setup.  This is the way we've designed to apply animation from one skeleton to a Procedural Anatomy skeleton.

## Custom Networks

In essence we are trying to optimize the workflow to get animation onto your character to simulate.   There may be problems with this and that it could introduce inaccuracies into the animation if the skeletons are different proportions.   In these situations you may want to export the procedural Anatomy skeleton for your character and transfer the animation yourself either in Houdini or another DCC.

Procedural Anatomy provides **two skeletons** for animation. A **Simple Skeleton** that is meant for animation transfer and an **Anatomical Skeleton** which is meant to animate all bone models with accuracy and allow bones to rotate around each other.

<figure><img src="/files/rusCyi6tjUoNeczHIPCa" alt=""><figcaption><p>The two skeletons that are generated when creating a character.</p></figcaption></figure>

As long as you have animation that will apply to the Simple Skeleton (seen above in white) you can match it with the Anatomical Skeleton (seen in blue).

<figure><img src="/files/yxfrMa5og2rKmsSXiQhF" alt=""><figcaption><p>Here we are able to skip the animation transfer </p></figcaption></figure>

Therefore you are able to bypass the match pose and FBIK nodes and you can plug directly into the Skel Solve node. &#x20;


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