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Model animation and Timeline

Model Animation (editor area) creates and edits keyframed animation clips (.motion files) that move, rotate and scale:

  • parts of one procedural model;
  • joints and attachments of a rig (.rig file);
  • entities in your scene.

The Timeline (bottom area) holds the time ruler and play controls for Model Animation (Model tab), the sprite Animation Editor (Sprite tab) and the Effect Editor (Effect tab).

Open a .motion or .rig file from Explorer or the Asset Browser. File format and how to play clips in your game: Motion clips and rigs.

Creating clips​

ControlAction
Model menuThe model New clip animates.
New clipCreates animation-N.motion in the project folder, registers it in the asset registry, and opens it. The clip starts with one track and two keys, 1 second long, looping. With a rig or scene loaded, the clip animates that instead.
New scene clipGives each scene entity without one a permanent id, then creates a clip that animates your scene.

The new file is written immediately; the registry entry is an unsaved edit.

Tracks, keys and clip settings​

A track animates one property (position, rotation or scale) of one part, joint or entity. A key sets the value at a time.

ControlAction
Target for new track, Property, Add trackAdds a track for that target and property, with one key at 0 s.
Delete trackDeletes the selected track (a clip needs at least one).
InterpolationHow values move between keys: step, linear, smooth or bezier.
Transition curveThe curve for bezier tracks; see Curve editor.
KeyframeSelects a key and moves the playhead to it.
Key time (s)Moves the key.
Key value X / Y / ZThe key's value, relative to the parent. Rotations in radians.
Add key at playhead / Delete keyAdds a key with the current value / deletes the selected key.
Duration (s), LoopClip length and looping.
Snap time to 1/30 sSnaps scrubbing and key dragging (preview setting, not saved).

Fields commit on Enter. Each change is one Undo step. An invalid clip is refused and the reason shown. If you edit the file into an invalid state in Source Editor, the view shows Stale animation until you fix it. Clips must use block-style YAML.

Rigs and scene clips​

When the clip animates a rig or the scene, a Hierarchy list lets you pick a joint, entity or attachment (or click it in the preview), and the preview has Move, Rotate and Scale handles like the Model Editor.

ControlAction
Local position / Local rotation (rad) / Local scalePose the selected joint or entity for preview. For attachments, edits the attachment in the .rig.
Key pose at playheadSaves the current pose as keys at the playhead.
Reset poseThrows away the unsaved pose.
Frame selection / Isolate selectionCenters on / shows only the selected item.
Attachment model, Attach model to selectionAttaches a model to the selected joint (rig clips).
Parent joint / entity, Detach, Remove attachmentRe-parent, detach or delete an attachment.

Opening a .rig by itself lets you pose it; press New clip to start keying. Joint names, parents and rest poses are edited in Source Editor. Scene clips also play in Scene View, without changing the scene file.

Timeline​

Each tab drives its editor's playback; the editor and the tab always show the same time. Playback pauses while you are in Play.

TabShowsSnaps to
ModelTrack menu, Play, Stop, Time scrubber, keys of the selected track1/30 s when snapping is on
SpritePlay, Pause, Stop, frame numberFrames
EffectPlay, Pause, Stop, time—
InputAction
− / + / Fit, or wheelZoom the ruler.
View slider, horizontal wheelPan.
Click or drag on the rulerMove the playhead.
Click a key (diamond)Select it.
Drag a key (Model tab)Move it in time; written when you release. Dropping on another key cancels.
= / -, FZoom in / out, fit (click the ruler first).
Home / EndGo to start / end.
Left / RightPrevious / next key.
EscCancel a drag.

Curve editor​

For bezier tracks, and for particle curves in the Effect Editor. The graph shows progress between two keys (up) over time (across).

ControlAction
Handles 1 and 2Drag to shape the curve; written when you release.
Start handle / End handle Time, ValueExact values, 0 to 1.
Arrow keys (Shift: ×10)Nudge the selected handle by 0.01.
EscCancel a drag.

The curve applies to every segment of the track.

Limits​

  • Model clips animate box parts of one model. Rig and scene clips animate joints, attachments and entities. Cameras and view models cannot be animated.
  • Up to 128 tracks per clip, 512 keys per track, 3600 s per clip.
  • With many keys visible, the ruler shows a sample of them; zoom in or use the Keyframe menu.
  • Studio does not play clips in a running game; your game plays them.
  • Not implemented: per-key curves, event tracks, building skeletons (adding or reparenting joints) and IK.