Freakout AIFreakout AI

Animations Tab

Use Animations to add motion to the selected object and choose when each animation runs.

Animation List#

Controls:

  • Add animation: creates a new motion record on the selected object
  • Play or Pause preview: pauses editor playback without changing the saved animation
  • Delete button: removes the selected animation

Animation Settings#

Controls:

  • Motion type: chooses Bobbing, Spin, Sway, Pulse, or Explode
  • Axis: chooses the movement or rotation axis for animations that use one
  • Direction: chooses clockwise or counter-clockwise for Spin and Sway
  • Amount: controls the movement, rotation, or scale amplitude
  • Speed: controls the animation speed
  • Phase: offsets the animation timing
  • Loop: repeats the motion instead of playing it once
  • Enabled: turns the animation on or off without deleting it

Trigger#

Trigger controls when the animation runs.

Controls:

  • Always: runs continuously while the room is open
  • Hover: runs while a shopper hovers over the object
  • On select: runs while a linked annotation card is open; pair the animation to a card with Trigger animation on the Hotspots tab
  • Model event: runs when shoppers click a specific model part; not available on scene geometry

Model Events#

Shown when Trigger is Model event. Each event maps a clicked model part to an animation action.

Controls:

  • Add event: appends a new event entry
  • Clicked part: chooses which mesh or node fires the event; the crosshair button enters scene-pick mode, then the next part you click in the viewer fills this field
  • Action: chooses Toggle on/off, Turn on, Turn off, or Set speed
  • Speed: the absolute speed applied when Action is Set speed
  • Remove event: deletes the event entry

Good to know:

  • Direction is stored through signed Speed: positive is clockwise, negative is counter-clockwise
  • Multiple enabled animations on one object are combined
  • Explode is only available for placed products and uploaded models, not scene geometry
  • Hover, On select, and Model event triggers ease Explode animations into their triggered state; ending the trigger resets targeted child meshes to their saved transforms
  • The animation editor flashes the selected object, component target, or event clicked part with a mesh highlight so you can see what each target selector controls
  • Saved product animations and hotspot data appear in shop v2