Animation Editor
Last updated
Last updated
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.
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.
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.
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.
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).
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.
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:
Ctrl+S
Save animation
Ctrl+Z / Ctrl+Y
Undo/Redo
Spacebar
Play/Pause animation
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.