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Animation

IMPORTANT: Animations are only saved in the vengi format or when exported to formats that support animations. You should always save to vengi and then export from here to any other format that supports animations, too.

Videos

Details

There is a timeline for creating keyframes and you can transform the objects with the gizmo if the editor is in scene mode.

Check out the options in the animation timeline to e.g. create keyframes automatically whenever you change something in the transform data.

Enable Long rotation beside the keyframe's interpolation settings in the node inspector to take the longer rotation path to the next keyframe. For example, a 90 degree rotation becomes a 270 degree rotation in the opposite direction. Identical endpoint orientations stay still because they do not specify an axis for a full turn; add an intermediate keyframe to animate a full turn.

CatmullRom interpolates translation and scale with a cubic spline through the neighboring keyframe values. Rotation still uses slerp between the two keys of the current segment. The first and last segments duplicate the endpoint when a neighbor is missing.

Scripting

You can also create animations from scripts. There is an example available with animate.lua where you can create a few character animations based on node names.