How To Use The Animation Editor On Roblox
Roblox Studio features a powerful, built-in Animation Editor which allows you to design and publish custom animations.
Model Requirements
The animation editor can exist used for both stock human characters or not-human models, as long as all moving parts are connected with Motor6D
objects. Assuming your model is compatible, follow these steps to begin creating an animation:
- Click the Animation Editor button in the Plugins tab.
- Select the rig to define animations for.
- If prompted, type in a new animation proper noun and click Create in the dialog.
- The editor window will open, showing a tracklist and the animation timeline.
If you're new to Roblox animation, information technology'south recommended that you showtime with ane of the default rigs created through the Build Rig push button in the Plugins tab. These rigs already contain the bones parts and mechanisms to build a grapheme blitheness.
Creating Poses
To breathing a rig, you'll demand to ascertain poses by moving/rotating specific parts similar the caput, right manus, left pes, etc. When the blitheness runs, it volition smoothly animate the rig from pose to pose.
Consider a simple blitheness where a human graphic symbol turns its head 45° to the left. This animation involves two poses — the initial position of the head (looking forward) and the turned position of the caput (looking left).
To create a new pose:
- Move the scrubber bar to the time/frame position where you desire to set the pose, for example 0:fifteen. By default, timeline units are expressed as seconds:frames and animations run at thirty frames per second, so 0:15 indicates ½ 2nd.
- Hover your mouse over the rig and click on a role to select it.
- Motion and/or rotate the role to the desired orientation. When you practice and so, a track will be created and a new keyframe will be created forth the timeline, indicated by the diamond symbol.
- Keep moving or rotating parts until you get the desired pose. Whenever you adjust a specific part, a keyframe is defined for that part at the selected time/frame.
- When you're ready to preview the animation, press the small Play button in the upper-left section of the editor window. Animations tin can also be played/paused with Spacebar.
By default, the timeline displays a duration of one 2d (xxx frames), although the animation'southward bodily duration will be determined past the last keyframe. To add together more time to the timeline view, enter a new value in the correct-side box of the position indicator:
Working With Keyframes
One time y'all define basic poses for a rig, fine-tuning individual keyframes tin significantly improve the terminal animation.
Adding Keyframes
Equally shown in the poses department above, keyframes are automatically added when yous change a office'south orientation anywhere forth the timeline. In addition, keyframes tin be added as follows:
- For a single office of the rig, move the scrubber bar to a new position, click the button for a track, and select Add Keyframe.
- For multiple parts of the rig, correct-click in the region to a higher place the tracks and select Add Keyframe Here. Annotation that the keyframes will be inserted at the time/frame closest to where you click, not at the position of the scrubber bar.
Moving Keyframes
To increase or decrease the amount of time between a keyframe and a neighboring keyframe:
- Click on any keyframe in the timeline. Alternatively, you can select all keyframes at a specific position by clicking the diamond symbol in the upper bar. Selected keyframes will be surrounded with a blue border.
- Drag the keyframe(s) left or right into a new position.
Copying Keyframes
A specific keyframe (or keyframes for multiple parts) can exist copied and pasted to a new position in the timeline.
- Select i or more than keyframes as outlined in stride #1 of the section above.
- Printing Control+C (Control ⌘+C on Mac).
- Move the scrubber bar to a new position.
- Press Control+V (Control ⌘+V on Mac). The keyframe(southward) volition exist copied to that position.
Deleting Keyframes
One or more keyframes tin be deleted by simply selecting them and pressing Delete or Backspace.
Animation Easing
Easing is an of import concept in blitheness. By default, a part will move/rotate from i keyframe to the side by side in an even, steady movement known as linear easing.
As you lot can run into, linear easing makes the character's kick animation appear stiff and robotic. While that may look appropriate for some motions, compare the following video where cubic easing is applied to brand the leg breathing more naturally.
To change easing for one or more keyframes:
- Select the keyframe(s).
- Right-click and choose an option from the Easing Style and/or Easing Direction context menus.
Easing Fashion | Description |
---|---|
Linear | Moves at a constant speed. |
Abiding | Removes interpolation between the selected keyframe and next keyframe (animation will "snap" from keyframe to keyframe). |
Cubic | Eases in or out with cubic interpolation. |
Rubberband | Moves as if the object is attached to a rubber band. |
Bounciness | Moves equally if the start or cease position of the tween is bouncy. |
Easing Direction | Clarification |
---|---|
Out | The motion will be faster at the starting time and slower toward the stop. |
InOut | In and Out on the same tween, with In at the start and Out taking event halfway through. |
In | The motility will exist slower at the starting time and faster toward the end. |
Inverse Kinematics
When animating characters, changed kinematics (IK) can assist calculate rotations for neighboring joints in order to get i specific joint to a desired location.
To begin editing an animation in IK mode:
- Click the IK button in the animation editor.
- Near the lesser of the window that opens, click Enable IK.
IK Modes
IK features both Body Part mode (sectional to /articles/r6 vs r15 avatars|R15/Rthro
rigs) and Full Trunk mode. This tin exist toggled from the IK window.
Body Part Way | Full Body Mode |
---|---|
Isolates movement to related limbs. For instance, moving the RightHand role will simply touch on parts that compose the correct arm. | The IK solver will consider all joints when moving a specific part. However, you may exclude specific parts from this process by pinning them (see beneath). |
Pinning Parts
When editing an blitheness in Total Body mode, you can pivot a part to make it immovable. In the following video, both anxiety are pinned and remain stationary while moving other parts, only either foot can still exist directly manipulated.
To pin a specific part, click the pin icon next to its proper noun. Recall that Full Body manner must be enabled to utilize this feature.
To render to "forward kinematics" manner, click on Disable IK nearly the bottom of the IK window. Note that this volition not remove any manipulations you made while in IK mode — that information will remain stored in any keyframes which were created while IK was applied.
Animation Settings
Looping
When designing an blitheness in the editor, you lot tin can toggle on the Looping button to make it automatically loop:
Priority
In an actual game, you'll probably use unique animations for different player actions and states, for instance a bound animation and an "idle" animation. Logically, the spring animation should take priority over the idle animation and then that characters don't perform both at the aforementioned fourth dimension.
Yous can set one of four priority levels as follows:
- Click the push button in the upper-left section of the editor window.
- Choose an choice from the Set Animation Priority menu. In a game, if y'all play an animation with a higher priority than 1 that'due south already playing, the new animation will override the old.
← lowest priority
highest priority →
Core | Idle | Move | Action |
Blitheness Events
Blitheness effect markers tin can be defined beyond the timeline span and AnimationTrack/GetMarkerReachedSignal|GetMarkerReachedSignal()
tin can be used to find those markers as the blitheness runs.
Showing Events
By default, the event track isn't visible. To reveal it:
- Click the gear button to the right of the timeline.
- Select Evidence Animation Events. This will open the events bar directly below the control bar.
Creating Events
To create a new event marker:
- Position the scrubber bar at the signal along the timeline where the result should occur.
- Click the Edit Animation Events button to edit markers at the selected position.
- In the popup window, click Add Event and enter an consequence name.
- In the Parameter field, you can enter a parameter string for the event, outlined in more detail below.
- When prepare, click Salvage to register the upshot. In the events bar of the editor, you'll see a new marker symbol at the selected position.
Detecting Events
To notice animation events in a LocalScript
, connect a part to the AnimationTrack/GetMarkerReachedSignal|GetMarkerReachedSignal()
function of AnimationTrack
, for instance:
As noted earlier, you can specify a Parameter value for any upshot marker within the animation editor. This lets you pass a custom cord (unmarried value, comma-separated string, etc.) to the AnimationTrack/GetMarkerReachedSignal|GetMarkerReachedSignal()
function as illustrated by the paramString
argument in the lawmaking case higher up. This string can then be parsed or converted, if necessary, and used for any action yous wish to perform in the result.
Cloning Events
Equally you create events, they become available for usage throughout the animation, not only at the fourth dimension position where yous created them. For instance, you can create a "Step" consequence marker at the point where a character's left foot touches downwardly, and then use the same issue when the grapheme'southward right foot touches down.
To clone an issue:
- Click an issue marker in the event bar.
- Press Control+C (Command ⌘+C on Mac).
- Motion the scrubber bar to the point where the effect should be cloned and press Control+5 (Command ⌘+Five on Mac).
Saving and Exporting
Once you're satisfied with an animation, you can either save it as a KeyframeSequence
object or consign it to Roblox for apply in your games.
Saving to Project
To relieve an blitheness as a KeyframeSequence
:
- Click the button in the upper-left section of the editor window.
- Select Salvage or Salve As from the context carte du jour to save the animation as a child of the AnimSaves object (itself a child of the rig).
Exporting to Roblox
To utilize an animation in an bodily game, you must export it to Roblox and note the assigned asset ID.
- Click the push in the upper-left section of the editor window.
- Select Consign from the context menu.
- Decide whether to create a new animation or overwrite an existing one.
- Once the upload is complete, you lot can copy the animation'south nugget ID past clicking the "copy" button in the export window. This ID is required for scripting animations as outlined in
/articles/using animations in games|Using Animations in Games
.
If your blitheness will be used for a default Roblox graphic symbol animation like jumping or running, every bit outlined /articles/using animations in games|here
, you must rename the final keyframe End (with a uppercase E). This can be done by right-clicking the final "select all keyframes" symbol in the upper bar and choosing Rename Key Keyframe.
Source: https://developer.roblox.com/en-us/articles/using-animation-editor
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