Animate with the Animation panel
The Animation panel previews an entity's clips in the Scene and lets you add keyframes to a clip you wrote yourself. Open it from Window > Animation; it docks beside the Console.
Make a clip and give it to an entity
- In the Assets panel choose New > Animation Clip. It creates a
.clip.zonfile with one second and no tracks. - Select an entity, add an Animator in the Inspector and drop the clip on its Clip field. A model's own animations show under the model in Assets; drop one on Model clip.
Preview
Select the entity and open the panel. Play runs the clip, the slider scrubs it and Loop wraps at the end. The entity moves in the Scene while you do. Reset pose (or selecting something else, hiding the panel or pressing Play on the game) puts the entity back exactly as it was. A pose is never saved into your scene.
If the entity has both a clip and a model clip, pick which one the timeline shows. Model clips are read-only: you can scrub and play them, not key them.
Add keys
A diamond on the timeline is a key. To key a pose:
- Scrub to the time you want.
- Move the entity with the gizmo (or its Inspector fields) while the panel is posing it.
- Choose This entity, or one of its children, and press Key Position, Key Rotation or Key Scale. The key records the transform as it is now.
Click a key's time under its track to select it, then Move key to head, Delete key
or Remove track. Duration sets the clip's length; it can't be shorter than the last
key. Every change is written to the .clip.zon straight away and Edit > Undo takes it
back.
While the panel is posing an entity, edits you make to its transform belong to the clip, and the entity returns to its saved transform on Reset pose.