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| 1 | +# Animation |
| 2 | + |
| 3 | +Give any object a **clip**: a named animation made of keyframes. Open a door, run a lift, spin a turntable, blink a light. Clips are stored with the object, replicate to everyone in the session, play on a shared clock, and export with your glTF. |
| 4 | + |
| 5 | +!!! info "Two different things called animation" |
| 6 | + This page is about animation **you author** — keys you place on a timeline. A model you *import* can also arrive with its own baked clips (a walk cycle from a rigged character); those play from the **Animation** section of the object's properties, and the [Play Animation](nodes/playanim.md) node drives either kind. |
| 7 | + |
| 8 | +## Opening the timeline |
| 9 | + |
| 10 | +Select an object, then open the **+ Animation** tab — it sits with Flow and the UV editor in the bottom dock, and undocks into a floating window with the ⧉ button. |
| 11 | + |
| 12 | +The window has three parts: |
| 13 | + |
| 14 | +| Part | What it is | |
| 15 | +|---|---| |
| 16 | +| **Clip list** (left) | Every clip on the selected object. **Add** creates one; the ✎ renames; drag the divider to resize the list. | |
| 17 | +| **Timeline** (centre) | The keys themselves — a *dope sheet* of channel rows, or a *graph* of curves. | |
| 18 | +| **Navigator** (above the timeline) | The whole clip at a glance, with the visible window as a thumb — drag it to pan. | |
| 19 | + |
| 20 | +## Clips, channels and keys |
| 21 | + |
| 22 | +A **clip** owns a length, a loop mode (*once*, *loop* or *ping-pong*) and any number of **channels**. A channel is one animatable property; **Add channel** lists the ones that apply to the object you picked: |
| 23 | + |
| 24 | +| Group | Channels | |
| 25 | +|---|---| |
| 26 | +| **Transform** | `pos.x/y/z`, `rot.x/y/z`, `scale` (uniform) or `scale.x/y/z` | |
| 27 | +| **Visibility** | `visible` — a *stepped* channel: it holds its value until the next key instead of fading | |
| 28 | +| **Look** | `opacity`, `color.r/g/b`, `metalness`, `roughness`, `emissive` | |
| 29 | +| **Lights** | `light.intensity` | |
| 30 | + |
| 31 | +A **key** is a value at a time. Click a channel row at the playhead to add one; drag it to move it; <kbd>Del</kbd> removes the selection. |
| 32 | + |
| 33 | +!!! tip "Rotation turns around the object's origin" |
| 34 | + A door swings on its hinge only if its **origin** sits on the hinge. Set it from the object's properties (*Transform ▸ Origin*) before you key the rotation — the animation follows it. |
| 35 | + |
| 36 | +## The transport |
| 37 | + |
| 38 | +| Control | Does | |
| 39 | +|---|---| |
| 40 | +| ▶ / ⏸ | Play or pause **on every peer** | |
| 41 | +| ◀ | Play backwards from the playhead | |
| 42 | +| ⏹ | Stop and return to where playback started | |
| 43 | +| ⏮ / ⏭ | Jump to the start / end of the clip | |
| 44 | +| **A** / **B** | Set the loop start / end — playback stays inside that window while you work on one part | |
| 45 | +| **Speed** | Playback rate. It changes nothing in the data | |
| 46 | +| **Fit** | Frame the whole clip | |
| 47 | + |
| 48 | +## Timing: three separate things |
| 49 | + |
| 50 | +These are deliberately not the same control, because collapsing them means giving a door more room silently makes it slower: |
| 51 | + |
| 52 | +| You want | Use | |
| 53 | +|---|---| |
| 54 | +| The clip to be **longer or shorter** (keys stay where they are) | the clip **length** field | |
| 55 | +| The movement itself **stretched or squashed** | **Retime** — scales every key time | |
| 56 | +| It to **play** faster or slower, changing no data | the **speed** control | |
| 57 | + |
| 58 | +Each clip also has its **fps** — what its key times mean, and the grid the arrow keys step on — and an optional **step**, which samples the clip on a coarser grid for a deliberately stepped, "on twos" look. |
| 59 | + |
| 60 | +## The dope sheet and the graph |
| 61 | + |
| 62 | +Switch with the sheet / graph toggle: |
| 63 | + |
| 64 | +- **Dope sheet** — one row per channel, keys as diamonds. Best for timing. |
| 65 | +- **Graph** — the actual curves. Best for *how* a movement feels. |
| 66 | + |
| 67 | +In the graph, each key carries the **easing** of the segment that follows it. Drag its tangent handles right on the curve, or type the numbers in the pad. Handles are allowed to overshoot past the value — that overshoot is what makes a bounce read as a bounce. |
| 68 | + |
| 69 | +## Selecting and editing keys |
| 70 | + |
| 71 | +| Action | How | |
| 72 | +|---|---| |
| 73 | +| Select | Click a key; **Shift+click** adds | |
| 74 | +| Box / lasso select | Drag on an empty part of the plot (the toolbar switches which) | |
| 75 | +| Add the key under the playhead | <kbd>Ctrl</kbd>+<kbd>Space</kbd> | |
| 76 | +| Drop the selection | <kbd>Esc</kbd> | |
| 77 | +| Move / scale the selection | <kbd>1</kbd> / <kbd>2</kbd>, then <kbd>Shift</kbd>+arrows (X = time, Y = value) | |
| 78 | +| Grab with the pointer | **Middle-click** — the keys follow the cursor, click or <kbd>Enter</kbd> commits, <kbd>Esc</kbd> puts them back | |
| 79 | +| Copy / paste / duplicate | <kbd>Ctrl</kbd>+<kbd>C</kbd> / <kbd>V</kbd> / <kbd>D</kbd> | |
| 80 | +| Mirror in time | <kbd>M</kbd> | |
| 81 | +| Delete | <kbd>Del</kbd> | |
| 82 | + |
| 83 | +The clipboard is held **by channel** and relative to the earliest key copied, so a paste works across clips and across objects, creating any channel the target is missing. |
| 84 | + |
| 85 | +## Navigating |
| 86 | + |
| 87 | +| Action | How | |
| 88 | +|---|---| |
| 89 | +| Step the playhead by a frame | ← / → (<kbd>Ctrl</kbd> ×10, <kbd>Shift</kbd> ×100) | |
| 90 | +| Jump key to key | <kbd>Alt</kbd>+← / → | |
| 91 | +| Zoom | Wheel (up = in), or the ± buttons | |
| 92 | +| Pan | Right- or middle-drag, <kbd>Shift</kbd>+wheel, or the navigator thumb | |
| 93 | + |
| 94 | +## Auto-key |
| 95 | + |
| 96 | +Switch **Auto-key** on and posing the object records it: drag the gizmo or type a number in the properties panel and a key lands at the playhead, creating the channel if it does not exist yet. Switch it off and the object goes back to being just an object. |
| 97 | + |
| 98 | +## Presets |
| 99 | + |
| 100 | +**Door**, **Drawer**, **Elevator**, **Turntable**, **Pulse** and **Blink out** drop a finished clip onto the selected object — a starting point you then retime and re-ease. Door and Drawer expect a sensible **origin** (see the tip above). |
| 101 | + |
| 102 | +## Markers |
| 103 | + |
| 104 | +Name a moment inside a clip — *"footstep"*, *"latch"*, *"dust"* — and the [Animation Marker](nodes/animmarker.md) node fires as the playhead crosses it, on every peer. Add one at the playhead from the marker row; double-click to rename; ✕ removes it. |
| 105 | + |
| 106 | +Markers ride with the clip, so they save, replicate and undo with it. |
| 107 | + |
| 108 | +## Onion skin |
| 109 | + |
| 110 | +Switch **Onion skin** on to see faint ghosts of the object at the keys either side of the playhead — the classic way to judge spacing. It is a local view setting: your peers do not see your ghosts. |
| 111 | + |
| 112 | +## Everyone sees the same thing |
| 113 | + |
| 114 | +Both halves replicate. The **data** (clips, keys, markers) syncs latest-wins, and the **transport** (which clip is playing, from when, at what speed, inside which A/B window) rides the session's synced clock, so every peer evaluates the same pose at the same moment. Someone joining late receives all of it. |
| 115 | + |
| 116 | +Every gesture is **one undo step** — a drag of twelve keys undoes as one, not twelve. |
| 117 | + |
| 118 | +## Driving clips from the flow graph |
| 119 | + |
| 120 | +| Node | Does | |
| 121 | +|---|---| |
| 122 | +| [Play Animation](nodes/playanim.md) | Play, stop, restart or toggle a clip — wire *On Click* to it and a door opens for everyone who sees it clicked | |
| 123 | +| [Animation Finished](nodes/animfinished.md) | Pulses when a *once* clip reaches its end — hand off to a sound, a counter, or the next door | |
| 124 | +| [Animation Marker](nodes/animmarker.md) | Pulses as a named marker passes | |
| 125 | +| [Animation State](nodes/animstate.md) | Reads progress, playing, position, duration or remaining as a number | |
| 126 | + |
| 127 | +## Saving and export |
| 128 | + |
| 129 | +Clips are part of the object, so they travel in your `.tpscene` files and autosaves. Saving a **glTF** samples every clip into real keyframe tracks, so other tools play them back — with one exception: the **look** channels (opacity, colour, metalness, roughness, glow, light intensity) are not part of what glTF animation can carry, so they stay in the app. |
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