# Animator

## Creating Compound & Animated Assets

Simple assets (models) are the pieces that make up compound and animated assets. Use the **Animator** to create static or animated assets with poses, or animations, and add motion if desired. [Upload](/en/creator/voxedit/upload-assets-to-workspaces.md) to use them in [Game Maker](/en/creator/game-maker/create-experiences.md).

{% hint style="info" %}
While simple assets are built in the <mark style="color:red;">**X**</mark>**,&#x20;**<mark style="color:green;">**Y**</mark>**, and&#x20;**<mark style="color:blue;">**Z**</mark>**&#x20;axes** and have a "blocky" appearance, compound and animated assets are able to have a smoother or more complex design.
{% endhint %}

#### Requirements

* A structure, or skeleton
* One or more poses, or animations
* (Animated assets) motion applied to one or more animations

{% hint style="info" %}
The [Modeler](/en/creator/voxedit/docs/modeler.md) is seamlessly integrated with the **Animator** for easy model editing.
{% endhint %}

{% tabs %}
{% tab title="About" %}
{% embed url="<https://youtu.be/HP7RGaJLsw0>" %}
{% endtab %}

{% tab title="What Can I Make: Compound Assets" %}

### What Can I Make: Compound Assets

You can combine multiple models into a compound asset. It may have one or more poses of the models included, called <mark style="color:yellow;">**animations**</mark>. However, in compound assets, animations <mark style="color:red;">**do not**</mark> have motion (they are not *animat<mark style="color:red;">**ed**</mark>*).

[Game Maker logic](/en/creator/game-maker/docs/behaviours/visual/animated-decoration.md) can dynamically display specific animations that are built into your asset, and it can change during the game.&#x20;

**Example**

A fence could have normal and broken animations, where there's no movement, and the models are posed in different locations per animation.

{% hint style="info" %}
Animations must use all models in the asset. Some creators hide models inside of larger ones to get around this limitation. Example: A plant that has different unanimated states of growth.
{% endhint %}

{% hint style="info" %}
Compound assets have a collider around each model used in the asset. A useful asset example is a small building players can walk into. Learn more: [Unanimated Building: Player Entry](/en/creator/voxedit/creative-guides/asset-guide/structures-and-landmarks/unanimated-building-player-entry.md)
{% endhint %}

#### Compound Assets

Compound assets are made in the [Animator](/en/creator/voxedit/docs/animator.md) by combining simple assets (see [Build a Rig](/en/creator/voxedit/docs/animator/build-a-rig.md)).

<div><figure><img src="/files/LXd1bgdN8DWKjLrMjWdC" alt=""><figcaption><p>Furniture</p></figcaption></figure> <figure><img src="/files/5VrAIRB1UiSXGOaaOm6y" alt=""><figcaption><p>Landmarks</p></figcaption></figure> <figure><img src="/files/raPCSnAGjMdYcjg84PWe" alt=""><figcaption><p>Statues</p></figcaption></figure></div>

In the Animator, simple assets are models that can be moved and rotated to design smoother details and shapes. A hierarchy, or Skeleton, controls how the models can move and rotate in relation to each other.

<figure><img src="/files/q2Cnfcqi4h9ZR2cwWMgU" alt=""><figcaption><p>Combine models in the Animator</p></figcaption></figure>

{% hint style="info" %}
The **Animator** and **Modeler** are integrated to make it easy to edit the models in your compound asset.&#x20;
{% endhint %}
{% endtab %}

{% tab title="What Can I Make: Animated Assets" %}

### What Can I Make: Animated Assets

You can combine multiple models into a compound asset, set multiple poses (<mark style="color:yellow;">**animations**</mark>) of the models included, and apply <mark style="color:yellow;">**motion keyframes**</mark> for each one. Not all animations need to be *animat<mark style="color:red;">**ed**</mark>*).

[Game Maker logic](/en/creator/game-maker/docs/behaviours/visual/animated-decoration.md) can dynamically display specific animations that are built into your asset, and it can change during the game.

**Example**

An NPC can wave hello until the player interacts. Then it can change to a talk animation while dialogue is displayed and change to an idle animation when the conversation is done.

{% hint style="info" %}
Animations must use all models in the asset. Some creators hide models inside of larger ones to get around this limitation. Example: A plant that is animated to grow in front of the player.
{% endhint %}

{% hint style="info" %}
Animated assets have a collider around the whole asset, meaning players can NOT enter (unless collisions are removed). A useful asset example is a building that players can NOT walk into that have animated elements to bring it to life. Learn more: [Animated Building: No Entry](/en/creator/voxedit/creative-guides/asset-guide/structures-and-landmarks/animated-building-no-entry.md)
{% endhint %}

#### Animated Assets

Once a compound asset is [**rigged**](/en/creator/voxedit/docs/animator/build-a-rig.md) together, you can create multiple animations (poses) and apply motion to each one with an easy timeline tool.

<div><figure><img src="/files/rzglUarFAwQeBRrpwazT" alt="" width="87"><figcaption><p>NPC</p></figcaption></figure> <figure><img src="/files/KMlbchvMjVaaAUKji1Kh" alt="" width="375"><figcaption><p>Chest</p></figcaption></figure></div>

[Templates](/en/creator/voxedit/docs/templates.md) have models, animations, and motion built in to create custom assets quickly. All you need to know is how to edit simple assets to make a new animated asset with a template.

<div><figure><img src="/files/iBjskk8avXbnX4sAMfmj" alt="" width="188"><figcaption><p>Template used: Medium Human</p></figcaption></figure> <figure><img src="/files/DBNkj5YdhC7jlmzK4Frs" alt=""><figcaption><p>Template used: Door</p></figcaption></figure></div>
{% endtab %}

{% tab title="How Do I Use My Creation?" %}

## How Do I Use My Creation?

Once your model is ready, you can [upload](/en/creator/voxedit/upload-assets-to-workspaces.md) it to your Workspace, create details to describe it, and give it attributes to define how it will be uniquely useful in The Sandbox Game. Then it's ready to test in Game Maker!

{% hint style="info" %}
Learn more about [**Rarity & Attributes**](/en/creator/basics/assets.md#rarity-and-attributes)**.**
{% endhint %}
{% endtab %}
{% endtabs %}

## Getting Started

{% tabs %}
{% tab title="Open the Animator" %}

### Open the Animator

In VoxEdit's **Home** screen, select the **Animator** in the left menu. Then:

<table data-column-title-hidden data-view="cards"><thead><tr><th></th></tr></thead><tbody><tr><td><img src="/files/hAqjqdGayUL8KKDaVpSj" alt="" data-size="line"> Create a new asset</td></tr><tr><td><img src="/files/PPAbZv4fuiXfMQM77zo9" alt="" data-size="line"> Open a previous asset file</td></tr><tr><td>Open a recent file <br>(click on a thumbnail)<br></td></tr></tbody></table>

<figure><img src="/files/Rjumoa3CGTL0akmQjp4a" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Animator Window Tips" %}

## Animator Window

<table data-view="cards"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><strong>Tool Tips</strong></td><td><span data-gb-custom-inline data-tag="emoji" data-code="2199">↙️</span> Hover your mouse over anything in VoxEdit for tool tips at the bottom left.</td></tr><tr><td><strong>Performance Data</strong></td><td><span data-gb-custom-inline data-tag="emoji" data-code="2198">↘️</span> See performance data at the bottom right (moved from the Viewport).<br><img src="/files/q7RMUgDeAOIoXhIPF3P2" alt=""></td></tr><tr><td><strong>Dropdown Menu</strong></td><td><span data-gb-custom-inline data-tag="emoji" data-code="2b06">⬆️</span> See <a data-mention href="/pages/cXUcGr3QQ0n99cBJKFJt">/pages/cXUcGr3QQ0n99cBJKFJt</a> for <a data-mention href="/pages/cXUcGr3QQ0n99cBJKFJt#dropdown-menu">/pages/cXUcGr3QQ0n99cBJKFJt#dropdown-menu</a> details.</td></tr></tbody></table>
{% endtab %}

{% tab title="Viewport: Your Project Space" %}

### Viewport

The **Viewport** is the central area of the screen where you can view and work on your project.

See [Controls & Shortcuts](/en/creator/voxedit/docs/controls-and-shortcuts.md#viewport-controls) to learn how to:

* Take a screenshot
* Position your project
* Adjust camera sensitivity
* Change lighting and background colour

{% hint style="info" %}
The front of your project is indicated by a large white arrow outside of the asset (oriented to the positive <mark style="color:blue;">**Z**</mark> axis). Note the colour coded axes on the [Controls & Shortcuts](/en/creator/voxedit/docs/controls-and-shortcuts.md#gizmo-1) and on the selected node.
{% endhint %}

<figure><img src="/files/fDa4hQNCkte0lThXP5YA" alt=""><figcaption></figcaption></figure>
{% endtab %}
{% endtabs %}

***

## Panels

{% hint style="info" %}
Learn how the **Animator**'s panels work below. See [Panels & Custom Layouts](/en/creator/voxedit/docs/panels-and-custom-layouts.md) to personalise VoxEdit.
{% endhint %}

### Menubar

{% tabs %}
{% tab title="About" %}
The **Menubar** helps you save, translate, and visualize your project.

<figure><img src="/files/yUsP8mekQvalvMpwY6qi" alt=""><figcaption><p>Default</p></figcaption></figure>
{% endtab %}

{% tab title="Controls" %}

#### Controls

**Save**

<table data-view="cards"><thead><tr><th></th><th></th><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td><strong>Save</strong></td><td><img src="/files/4k4LMMpHdqkF4H7lgIJM" alt="" data-size="original"><kbd>CTRL</kbd>+<kbd>S</kbd></td><td>Commit to changes.<br><br><span data-gb-custom-inline data-tag="emoji" data-code="2139">ℹ️</span> Use <strong>File</strong> -> <strong>Save As</strong> to save another version of your project.</td><td></td></tr></tbody></table>

**Nodes**

<table data-view="cards"><thead><tr><th></th><th></th><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td><strong>Select Node</strong></td><td> <img src="/files/dlCjBNqUuKnn23Rcihow" alt=""></td><td>Select nodes of your asset.</td><td></td></tr><tr><td><strong>Move Node</strong></td><td> <img src="/files/NhNvd5rna9eHniO3H7LQ" alt=""></td><td>Change the position of the selected node along the <mark style="color:red;"><strong>X</strong></mark><strong>, </strong><mark style="color:green;"><strong>Y</strong></mark><strong>, or </strong><mark style="color:blue;"><strong>Z</strong></mark> axis.</td><td></td></tr><tr><td><strong>Rotate Node</strong></td><td> <img src="/files/JdXAbuyFMkXlxJ3lG7pO" alt=""></td><td>Change the orientation of the selected node along the <mark style="color:red;"><strong>X</strong></mark><strong>, </strong><mark style="color:green;"><strong>Y</strong></mark><strong>, or </strong><mark style="color:blue;"><strong>Z</strong></mark> axis.</td><td></td></tr></tbody></table>

**Translation**

<table data-view="cards"><thead><tr><th></th><th></th><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td><strong>World</strong></td><td> <img src="/files/iikCIk6XwdrgVSVAsKcq" alt=""></td><td>Set the world as the translation frame of reference.</td><td></td></tr><tr><td><strong>Parent</strong></td><td> <img src="/files/00CG9uoVFHhlFdonvlgP" alt=""></td><td>Set the parent node as the translation frame of reference.</td><td></td></tr><tr><td><strong>Object</strong></td><td> <img src="/files/MKrlL31EENzECioqRfw7" alt=""></td><td>Set the object as the translation frame of reference.</td><td></td></tr></tbody></table>

#### Transformation

<table data-view="cards"><thead><tr><th></th><th></th><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td><strong>Flip</strong></td><td><img src="/files/rcXqg3EeDBeiqkIaUusR" alt="" data-size="original"></td><td>Flip the entire asset along the <mark style="color:red;"><strong>X</strong></mark><strong>, </strong><mark style="color:green;"><strong>Y</strong></mark><strong>, or </strong><mark style="color:blue;"><strong>Z</strong></mark> axes.</td><td></td></tr><tr><td><strong>AutoSLERP</strong></td><td> <img src="/files/ROnBIF26D1lK2FPJnZVA" alt=""></td><td>Enable/disable AutoSLERP. Use this to automatically calculate in-between rotations for smoother, constant speed.</td><td></td></tr><tr><td><strong>Align to Axis</strong></td><td> <img src="/files/PR9GMwBZ4024ea0iNOQ6" alt=""></td><td>Reset scene transformations. This aligns the rig to the closest axis at a right angle.</td><td></td></tr></tbody></table>

#### Visualization

<table data-view="cards"><thead><tr><th></th><th></th><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td><strong>Show/Hide Rig</strong></td><td> <img src="/files/aAbH4jpHFwOiswu7ITDT" alt=""></td><td>Toggle the visibility of the rig skeletons.<br><br>This shows/hides connections between nodes, with lines that are thicker at the parent node and thinner at the child node.</td><td></td></tr><tr><td><strong>Model Check</strong></td><td> <img src="/files/7LSLaAi083gwt7Fy6cKp" alt=""></td><td>Toggle a mode with high contrast colours to check for quality issues, such as <a data-mention href="/pages/xmd354F7sWqhVlBWt06p#clipping-1">/pages/xmd354F7sWqhVlBWt06p#clipping-1</a> or <a data-mention href="/pages/xmd354F7sWqhVlBWt06p#z-fighting">/pages/xmd354F7sWqhVlBWt06p#z-fighting</a>.</td><td></td></tr><tr><td><strong>Show/Hide Node Bounding Boxes</strong></td><td> <img src="/files/jwn6iydapBrIYctM0mZg" alt=""></td><td>Toggle visibility of the node bounding boxes. <br><br>This helps visualise collisions of each model attached to nodes in your rig.<br><br>Trim the volume if a node's collision box is larger than the linked model.</td><td></td></tr><tr><td><strong>Emissivity</strong></td><td> <img src="/files/R46JnfFzv82WWdAkVazB" alt=""></td><td>Toggle brightness of glowing colours with bloom. When disabled, the glow from emissive colours used in your rig's models will not be visible.</td><td></td></tr><tr><td><strong>Focus (Reset View)</strong></td><td><img src="/files/tPVUdWTMZb0zYMHkjVUK" alt="" data-size="original"> <kbd>F</kbd></td><td>Focus the camera to the default start position.</td><td></td></tr></tbody></table>

{% endtab %}
{% endtabs %}

### Library

{% tabs %}
{% tab title="About" %}
The **Library** stores all of the simple <mark style="color:yellow;">**models**</mark> you've imported or created for your asset. You can import .VXM files (made in VoxEdit) or .VOX files (made in other programs like MagicaVoxel).

<figure><img src="/files/Q2MDy1CaOqPdJEEuO4Bp" alt="" width="355"><figcaption><p>Default</p></figcaption></figure>
{% endtab %}

{% tab title="Controls: Main" %}

#### Controls: Main

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><img src="/files/l9mRPumBaMM9JqS1Me9p" alt=""> <strong>Trim</strong></td><td>Trim volumes of selected models to optimize colliders.</td></tr><tr><td><img src="/files/P9oJXkUjxo6qtqKzFFBn" alt=""> <strong>Edit</strong></td><td>Edit the selected model (no asset ghost).</td></tr><tr><td><img src="/files/EU641ClE4mkpaSFE2F8p" alt=""> <strong>Duplicate</strong></td><td>Add a copy of selected models to the <strong>Library</strong>.</td></tr><tr><td><img src="/files/lkIhH0IfxUT2ZLp3nnX2" alt=""> <strong>Delete</strong></td><td>Remove selected models from the <strong>Library</strong>.</td></tr></tbody></table>

{% hint style="success" %}
Duplicate models to vary parts in your asset. Duplicate and flip a model for mirrored symmetry (e.g., arms).
{% endhint %}

![](/files/x1BG7jzDEMpCSRYdQCa7) **Menu**

<table data-view="cards"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><strong>New VXM</strong></td><td>Add a new empty model to the <strong>Library</strong>.</td></tr><tr><td><strong>Import VXM</strong></td><td>Import a model from another project.</td></tr><tr><td><strong>Import VOX</strong></td><td>Import a 3D voxel file made in another program, such as MagicaVoxel.</td></tr><tr><td><strong>Delete Unattached</strong></td><td>Remove all models from the <strong>Library</strong> that are not linked a node.</td></tr><tr><td><strong>Delete Backup Models</strong></td><td>Declutter your <strong>Library</strong> if backup models are not needed.</td></tr><tr><td><strong>Trim Volume</strong></td><td></td></tr><tr><td><strong>Edit Model</strong></td><td></td></tr><tr><td><strong>Duplicate Model</strong></td><td></td></tr><tr><td><strong>Delete Model</strong></td><td></td></tr></tbody></table>

{% hint style="success" %}
To edit with the asset's ghost shown, click the <img src="/files/P9oJXkUjxo6qtqKzFFBn" alt="" data-size="line"> edit button next to the node in the **Skeleton**.
{% endhint %}

{% hint style="success" %}
**SELECT MULTIPLE MODELS (LIBRARY or VIEWPORT)**

* Add or remove individual models: Hold the <kbd>**CTRL**</kbd> key as you click on each model.
* Select a range of models: Hold the <kbd>**SHIFT**</kbd> key as you select the first and last models in a group.
  {% endhint %}
  {% endtab %}

{% tab title="Controls: Right Click a Model" %}

#### Controls: Right Click a Model

<table data-view="cards"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><strong>Duplicate Model</strong></td><td></td></tr><tr><td><strong>Rename Model</strong></td><td>Edit a model's name.</td></tr><tr><td><strong>Replace Model</strong></td><td>Use a different model in your files (affects the rig if linked).</td></tr><tr><td><strong>Export as VOX</strong></td><td>Save the model in .VOX format for use in programs such as MagicaVoxel.</td></tr><tr><td><strong>Delete Model</strong></td><td></td></tr></tbody></table>

#### Link a Model to a Node

* Drag and drop a model onto the correct node in the **Viewport.**
* Open the menu for the correct node in the **Skeleton** for the Link VXM option.
  {% endtab %}

{% tab title="Controls: Shared Palettes" %}

#### Controls: Shared Palettes

Up to 5 palettes may be shared for easy editing across models in an asset made in the Animator, but any model may also have a custom palette of its own (indicated by the <img src="/files/qXAdj5gnGToy0mZB58oR" alt="" data-size="line">icon).

**Apply a Palette to a Model**

Select one or more models, click the <img src="/files/DKWT9KG4T78BAF4tzHlM" alt="" data-size="line"> star icon, and select a palette to apply.

<figure><img src="/files/6RzFfc1LUbbcMIHQeRD4" alt=""><figcaption><p>This model is using a custom palette</p></figcaption></figure>

**Change Saved Palettes**

Apply a palette number to a model, edit the model, customize the palette or load a new one, and save.

{% hint style="warning" %}
Changing a model's palette will change used colours based on corresponding colour swatch location.
{% endhint %}

{% hint style="warning" %}
Modifying a palette in one model will change colours across any models where the palette is applied.
{% endhint %}

{% hint style="info" %}
Use the **Modeler**'s [Modeler](/en/creator/voxedit/docs/modeler.md#palette-1) and [Modeler](/en/creator/voxedit/docs/modeler.md#materials-1) panels to modify palettes to save and use in your project.
{% endhint %}

{% embed url="<https://www.youtube.com/watch?v=qvhT0yof_1Q>" %}
VoxeEdit Quick Tips - How to use Shared Palettes
{% endembed %}
{% endtab %}
{% endtabs %}

### Skeleton

{% tabs %}
{% tab title="About" %}
The **Skeleton** displays the structure of your compound or animated asset's <mark style="color:yellow;">**rig**</mark>. It is a hierarchy of how the pieces of your asset fit together and are allowed to be moved.&#x20;

Each item in the skeleton is a <mark style="color:yellow;">**node**</mark>. Models may be linked to nodes, giving the rig shape in the **Viewport**.

Learn more: [Build a Rig](/en/creator/voxedit/docs/animator/build-a-rig.md)

<figure><img src="/files/yv1wNViVrIlnZhsgdK2V" alt="" width="157"><figcaption><p>Default</p></figcaption></figure>
{% endtab %}

{% tab title="Controls" %}

#### Node Controls

If a node has child nodes (and influences their position and rotation), these controls appear on the left. \
A child node is <img src="/files/15w0yrBlhbgLuS0Du6oU" alt="" data-size="line"> indented below a parent node to show its depth in the hierarchy.\
\
The <img src="/files/7fHngUghtRPuzuaaCyFd" alt="" data-size="line"> World node is the root node for your project.

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><img src="/files/sYKYqVgZEvSnGNJfUAPi" alt=""> <strong>Expand Node</strong></td><td>View the node's child nodes.</td></tr><tr><td><img src="/files/XsBMFkXDen2jl55NHXAa" alt=""> <strong>Collapse Node</strong></td><td>Hide the node's child nodes.</td></tr></tbody></table>

#### ![](/files/x1BG7jzDEMpCSRYdQCa7) Menu Controls

Open a node's menu to make changes related to that node and/or its child nodes.

{% hint style="info" %}
The **World** node has limited controls due to its position in the hierarchy as a controller of your whole project.
{% endhint %}

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><strong>Create a Child Node</strong></td><td>Add a node that will be controlled by the position and rotation of this node.</td></tr><tr><td><strong>Duplicate Node</strong></td><td>Duplicate this node on the same level. The copy will have the same parent node.</td></tr><tr><td><strong>Rename Node</strong></td><td>Change the name of the node with up to 24 characters. No nodes may have the same name.</td></tr><tr><td><strong>Select Hierarchy</strong></td><td>Select the node and all nodes beneath it in the hierarchy.</td></tr><tr><td><strong>Export Hierarchy</strong></td><td>Save this node and all nodes beneath it in the hierarchy as a separate project.</td></tr><tr><td><strong>Import Hierarchy (VXR, VOX)</strong></td><td>Import the node structure of another project beneath this node.</td></tr><tr><td><strong>Link/Unlink VXM from Node</strong></td><td>Attach a model to this node or unattach a model from it.<br><br><span data-gb-custom-inline data-tag="emoji" data-code="2139">ℹ️</span> You can also drag and drop a model from the <strong>Library</strong> onto a node in the <strong>Viewport</strong>.</td></tr><tr><td><strong>Delete Node</strong></td><td>Remove the node and all nodes beneath it in the hierarchy (its child nodes, their child notes, etc).</td></tr></tbody></table>
{% endtab %}
{% endtabs %}

### Inspector

{% tabs %}
{% tab title="About" %}
The **Inspector** allows you have more granular control of a node's position and rotation by entering a value. You can also toggle collisions on or off for one or more selected nodes.

<figure><img src="/files/nYY3F4Ys7T0bLL9CfdB2" alt="" width="356"><figcaption><p>Default</p></figcaption></figure>
{% endtab %}

{% tab title="Controls" %}

#### Controls

Select a node and apply settings:

<table data-view="cards"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><strong>Position</strong></td><td>Enter <mark style="color:red;"><strong>X</strong></mark><strong>, </strong><mark style="color:green;"><strong>Y</strong></mark><strong>, and </strong><mark style="color:blue;"><strong>Z</strong></mark> values to move the selected node(s) to a new location.</td></tr><tr><td><strong>Rotation</strong></td><td>Enter <mark style="color:red;"><strong>X</strong></mark><strong>, </strong><mark style="color:green;"><strong>Y</strong></mark><strong>, and </strong><mark style="color:blue;"><strong>Z</strong></mark> values to rotate the selected node(s) to a new orientation.</td></tr><tr><td><strong>Collides</strong></td><td>Toggle the collisions of the selected node on and off.</td></tr></tbody></table>
{% endtab %}
{% endtabs %}

### Timeline

{% tabs %}
{% tab title="About" %}
The **Timeline** allows you to add <mark style="color:orange;">**motion keyframes**</mark> to an animation, or pose, of your asset.

<figure><img src="/files/20QIvNQUSZp0ydgBTiKM" alt=""><figcaption><p>Default</p></figcaption></figure>
{% endtab %}

{% tab title="Controls: Main" %}

#### Controls: Main

The time <mark style="color:orange;">**`00:00 (0)`**</mark> indicates the position of the orange vertical line, known as the <mark style="color:orange;">**playhead**</mark>.

**Timeline Controller**

| <p><img src="/files/8Tc2KkIaQz8VF6a5WnHR" alt=""><br>Back</p> | <p><img src="/files/oprTUeeTEss6LLOqbuPy" alt=""><br>Previous</p> | <p><br><img src="/files/da6zYGw8UlVrOFCDO9b2" alt=""><br><br>Play/Pause</p> | <p><img src="/files/JbMjjhPcCUe0wfXXZXzu" alt=""><br>Next</p> | <p><img src="/files/6kvXOO7LMymicijj3Mad" alt=""><br>Forward</p> |
| ------------------------------------------------------------- | ----------------------------------------------------------------- | --------------------------------------------------------------------------- | ------------------------------------------------------------- | ---------------------------------------------------------------- |
| {% endtab %}                                                  |                                                                   |                                                                             |                                                               |                                                                  |

{% tab title="Controls: Nodes" %}

#### Controls: Nodes

**Search & Filter**

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><img src="/files/YXDcZQ8hoU63AQefZLQt" alt=""></td><td>Search for a node name</td></tr><tr><td><img src="/files/UkvuoBoRVejR7UTZhEwE" alt=""> Filter options:</td><td><img src="/files/zZBeDxL9QFMH8U74XrXe" alt=""></td></tr></tbody></table>

#### All/Per Node

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><strong>All Nodes (top)</strong></td><td><div><figure><img src="/files/ULohsTW7y9Sh0LNCW8hV" alt=""><figcaption></figcaption></figure></div></td></tr><tr><td><strong>Single Nodes</strong></td><td><div><figure><img src="/files/vKPkR705dTdsntJqSGeI" alt=""><figcaption></figcaption></figure></div></td></tr></tbody></table>

<table data-view="cards"><thead><tr><th></th></tr></thead><tbody><tr><td><img src="/files/532uOobHF8xnq14Rz2pS" alt=""> <strong>Collapse</strong></td></tr><tr><td><img src="/files/f5JbzcihylNAw1QrTnoq" alt=""> <strong>Hide/Show</strong></td></tr><tr><td><img src="/files/ucHVwerGQ0X6C5ZvgUzy" alt=""> <strong>Lock/Unlock</strong></td></tr><tr><td><img src="/files/iqKur4KEsAPocRqyTZtr" alt=""> <strong>Mute/Unmute</strong></td></tr><tr><td><img src="/files/1Q0yZGUqVQ9ZhTcl3ALA" alt=""> <strong>Offset</strong></td></tr><tr><td><img src="/files/PA8ei4VTe0JVnzD7Kmw6" alt=""> <strong>Colour (for organization)</strong></td></tr><tr><td><img src="/files/x1BG7jzDEMpCSRYdQCa7" alt=""><strong>Menu</strong></td></tr><tr><td><img src="/files/X4kbCIuANCfqWd7geoVG" alt=""> <strong>New Keyframe</strong></td></tr></tbody></table>
{% endtab %}
{% endtabs %}

### Animations List (Poses)

{% tabs %}
{% tab title="About" %}
The **Animations List** includes all poses built in your asset. Motion may or may not be applied to each. A search makes finding animations fast for assets that have many.

<figure><img src="/files/LG95Iuhy6HDwceby39Np" alt="" width="189"><figcaption><p>Default</p></figcaption></figure>
{% endtab %}

{% tab title="Controls" %}

#### Controls

<table data-view="cards"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><img src="/files/BDFRSTA65l940ZGG8PjO" alt=""> <strong>New Animation</strong></td><td>Add a new animation to the list (duplicates the selected animation).</td></tr><tr><td><img src="/files/dY71KTSgOpInNXYGnRdD" alt=""> <strong>Import Animation</strong></td><td>If rigs are compatible, you may import an animation from another project.</td></tr><tr><td><img src="/files/BR8crGAdxhF15ROUpDTL" alt=""> <strong>Clean Animations</strong></td><td>Remove all animations except the selected ones.</td></tr></tbody></table>

{% hint style="success" %}
**OPTIMISE YOUR WORKFLOW**

Create a new animation when the nodes in the **Viewport** match (or are close to) the starting positions and rotations needed for the new animation. This avoids repositioning, saving you a lot of time!
{% endhint %}

![](/files/x1BG7jzDEMpCSRYdQCa7) **Menu**

<table data-view="cards"><thead><tr><th></th></tr></thead><tbody><tr><td><strong>Set as Default</strong></td></tr><tr><td><strong>Duplicate Animation</strong></td></tr><tr><td><strong>Rename Animation</strong></td></tr><tr><td><strong>Export Animation</strong></td></tr><tr><td><strong>Delete Animation</strong></td></tr></tbody></table>
{% endtab %}
{% endtabs %}

### Advanced: Inverse Kinematics (Hidden)

{% tabs %}
{% tab title="About" %}
Inverse Kinematics is a hidden panel for advanced users to create more realistic movements and set poses, or animations, more quickly. You can find it in the **View** menu at the top of the screen.

Learn more: [Use Inverse Kinematics](/en/creator/voxedit/docs/animator/use-inverse-kinematics.md)

<figure><img src="/files/Id1lT03qB2y5D1dWa49F" alt="" width="326"><figcaption><p>Default</p></figcaption></figure>
{% endtab %}

{% tab title="Controls" %}

#### Controls

**Enable IK**

* **Enabled** - Adjusting the position or rotation of a child node influences the position and rotation of the parents it is attached to.
* **Disabled** - The parent-child relationship behaves normally, where a parent node influences all of the child nodes attached to it (known as **Forward Kinematics**, or **FK**).

<table data-view="cards"><thead><tr><th></th></tr></thead><tbody><tr><td><strong>Anchor</strong></td></tr><tr><td><strong>IK Controller</strong></td></tr><tr><td><strong>Constraints</strong></td></tr><tr><td><strong>Roll</strong><br>Start:<br>Size:</td></tr><tr><td><p><img src="/files/BDFRSTA65l940ZGG8PjO" alt=""><strong>Add</strong></p><p>Yaw<br>Pitch<br>Radius</p></td></tr></tbody></table>
{% endtab %}
{% endtabs %}


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://docs.sandbox.game/en/creator/voxedit/docs/animator.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
