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  • 🅰️OVERDARE Glossary
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On this page
  • Overview
  • How to Use
  • Opening the Animation Editor
  • Toolbar Functions
  • Rig Hierarchy Panel
  • Preview Panel
  • Keyframe Editor
  • Animation Events
  • Keyboard Shortcuts
  • Work NotesNotes for Working on Animations
  1. Studio Manual

Animation Editor

PreviousAlign ToolNextMaterial Manager

Last updated 17 days ago

Overview

The Animation Editor in OVERDARE Studio is a powerful tool that allows creators to create, edit, and preview animations tailored to the Nutty avatar standard.

It significantly reduces dependency on external tools by providing a built-in animation workflow within Studio, while still allowing seamless import of externally authored .fbx animations.

Creators can:

  • Add, move, or delete keyframes directly on the timeline.

  • Preview and edit animations in real-time using the Preview Panel.

  • Assign events to trigger in-game effects.

  • Import .fbx animations or load previously saved animation sequences.

  • Save, export, or publish animations for reuse and sharing.

The Animation Editor consists of four major panels:

  • Toolbar: File operations, import/export, animation settings.

  • Rig Hierarchy: Displays bone structure of the avatar.

  • Preview Panel: View and interact with the avatar.

  • Keyframe Editor: Timeline-based animation editing.

How to Use

Opening the Animation Editor

To open the Animation Editor, click the Animation Editor button from the top toolbar in Studio.

The editor opens in a new window, initialized with either a new or previously saved animation sequence.

Toolbar Functions

Feature
Description

Create New

Initializes a new animation. Prompts to save if current changes are unsaved.

Save / Save As

Saves the animation as an AnimSequence. Shows toast: "Animation Saved Successfully."

Load

Opens previously saved AnimSequences (max 5 recent).

Import from FBX

Import animations from .fbx files.

Import from OVERDARE

Load published animation assets by AssetID.

Get Asset ID

Generates an AssetID for saved Animations.

Select / Move / Rotate

Identical to the tools in the World Editor. Allows manipulation of selected bones via gizmos.

Rig Hierarchy Panel

The Rig Hierarchy panel shows the skeletal structure of the selected rig:

  • Click a bone to select it in the viewport.

  • Bones synchronize selection with the Keyframe Editor and Preview Panel.

Preview Panel

The Preview Panel enables real-time animation visualization:

  • Select / Move / Rotate tools display gizmos on selected bones, allowing direct manipulation.

  • Show toggles control visibility of elements (multi-select supported).

Keyframe Editor

The Keyframe Editor is the main timeline for animation editing:

  • Tracks for each bone can be added or removed.

  • Add/Delete/Clear Keyframes at specific scrubber positions.

  • Playback Controls: Play, Reverse, Loop, Jump to frame.

  • Interpolation Modes: Linear, Constant, Cubic (editable via right-click).

  • Event Bar: Add events per frame to trigger gameplay actions.

  • Scrubber Navigation: Move between keyframes or jump to start/end.

Animation Events

Events can be added to frames to interact with game scripts:

  • Set event names and parameters.

  • Use Rename Event, Copy, or Delete via right-click.

  • Events are visible as markers on the Event Bar.

To use Animation Events, follow the guideline below:

local Players = game:GetService("Players")
local LocalPlayer = Players.LocalPlayer

local character = LocalPlayer.Character
local humanoid = character:WaitForChild("Humanoid")

local animation = Instance.new("Animation")
animation.AnimationId = "ovdrassetid://1234"

local animator = humanoid:FindFirstChild("Animator")
local animationTrack = animator:LoadAnimation(animation)

local function OnAnimationEvent()
    print("OnAnimationEvent")
end
animationTrack:GetMarkerReachedSignal("SomeKeyName"):connect(OnAnimationEvent)

Keyboard Shortcuts

Shortcut
Action

Ctrl+S

Save animation

Ctrl+Z / Ctrl+Y

Undo/Redo

Spacebar

Play/Pause animation

Work NotesNotes for Working on Animations

  • When you save an animation you are working on, it is saved to OVERDARE Studio on your PC, not the map file itself.

    • If you open the same map on a different PC, the in-progress animations will not be displayed.

  • Once you have completed your animation, make sure to click the Get Asset ID button to publish it to OVERDARE.

    • Animations published to OVERDARE can be re-imported using Import from OVERDARE.

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