The editor

The animator

The pose editor. Drag a body's hands and feet and the rest of the limb follows; what you save is a list of keys, and a key is a whole pose with an easing to the next one. It takes over the viewport's dock — and can take the whole window — because posing is not a side panel's worth of work.

What it is

The animator filling the editor dock: the dummy with draggable pose dots, view controls, and the body, clips, clip and bones panels on the right

The animator with the whole dock, posing the dummy.

  1. 1The stage: every dot is a joint. Drag one and the limb solves after it; knees and elbows only bend the way they should.
  2. 2Camera presets — front, back, left, right, top, under — beside a free orbit.
  3. 3Body: which skeleton you are animating. The dummy and the peep share no bone names, so each keeps its own working file.
  4. 4Clips: all of them live in one file, and Save to level puts the collection into the document.
  5. 5The clip: name, frames per second, length, and the ease out of the current key.
  6. 6Bones: pick a dot in the viewport, or by name — for exact pitch, turn and roll.

Posing

Drag a dotInverse kinematics up the chain, joint-limited so the pose stays anatomical. Shift-drag slides along the floor instead of the camera plane.
HipsThe one handle that moves the whole body rather than bending a joint.
PinsHands and feet can be pinned to a world point: lower the hips with the feet pinned and you get a crouch, not a body sinking through the floor.
Exact numbersA selected bone gets pitch/turn/roll sliders and a straighten button.
MovesCanned motions — walk, run, wave, dance, idle, jump — stamped from the playhead and speed-scaled. Each touches only the bones it names, so Walk then Arm swing layers rather than erases.

Keys and the timeline

A video-editor strip: click to scrub, drag the playhead, drag a diamond to re-time a key. Auto-key is on by default — moving a handle records a key at the playhead. Each key carries an ease out of it: linear, smooth, or hold. Copy key / paste key is how a loop closes — copy frame zero, scrub to the end, paste.

Undo is five steps deep and coalesced — dragging one slider is one undo step, not one per pixel — and the working document autosaves locally, separate from the level draft.

Where a clip goes

Three forms, three jobs. The working file (.animation.json) is the keyed form you re-open to keep editing. A .glb is for anything outside this product. And Save to levelis the one that matters here: it bakes every clip in the collection into the document — one dense sample per frame, easing already applied — where a pose, a rule's animate verb, or a script's runAnimationcan name it. Baked rather than keyed, because two machines that disagree about what "smooth" means draw the same level differently; a straight line between samples is a thing everybody agrees about.

Two rules stop the silent failures. The rig is part of the clip: the dummy and the peep share no bone names, so a dummy clip on a peep is not wrong, it is empty — a body standing perfectly still. And a clip needs at least one bone track: a clip that only moves the root is refused, which you will meet the first time you try "slide forward and back" — give it a leg as well.

Playing one

A clip in the document is offered by every picker: a blueprint's rest pose, the animate verb on a rule, a script's self.runAnimation('clip', loop, parts) — where parts like ['arms'] lays the clip over whatever else the body is doing, so a character waves while it walks.

The one exception is the player's own body: it is animated from how it moves — idle, walk, run, air, land and the rest — and does not play arbitrary clips. What a level can do is ship its own clip under a name the stance machine already asks for, which is how you change what a swing looks like.

Shortcuts

Spaceplay / pause

Kkey now

remove key

/ step one frame

/ next / previous key

Homejump to start

C / Vcopy / paste key

⌘Z / ⇧⌘Zundo / redo