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

Controls:
Add animation: creates a new motion record on the selected objectPlay or Pause preview: pauses editor playback without changing the saved animationControls:
Motion type: chooses Bobbing, Spin, Sway, Pulse, or ExplodeAxis: chooses the movement or rotation axis for animations that use oneDirection: chooses clockwise or counter-clockwise for Spin and SwayAmount: controls the movement, rotation, or scale amplitudeSpeed: controls the animation speedPhase: offsets the animation timingLoop: repeats the motion instead of playing it onceEnabled: turns the animation on or off without deleting itTrigger controls when the animation runs.
Controls:
Always: runs continuously while the room is openHover: runs while a shopper hovers over the objectOn select: runs while a linked annotation card is open; pair the animation to a card with Trigger animation on the Hotspots tabModel event: runs when shoppers click a specific model part; not available on scene geometry
Shown when Trigger is Model event. Each event maps a clicked model part to an animation action.
Controls:
Add event: appends a new event entryClicked 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 fieldAction: chooses Toggle on/off, Turn on, Turn off, or Set speedSpeed: the absolute speed applied when Action is Set speedRemove event: deletes the event entryGood to know:
Direction is stored through signed Speed: positive is clockwise, negative is counter-clockwiseExplode is only available for placed products and uploaded models, not scene geometryHover, On select, and Model event triggers ease Explode animations into their triggered state; ending the trigger resets targeted child meshes to their saved transforms