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, Explode, X-ray, or Move
  • 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

Move#

Move slides the whole object or the selected model component between two offsets.

  • Start defaults to the object's current placement
  • For whole-object movement, End stays fixed in the room when you reposition the original object. Edit End to choose a different destination. Component endpoints remain relative to their part
  • Click Edit beside Start or End, choose Move, Rotate or Scale, then drag the ghost's handles in the scene. The placed object stays where it is. Done or Escape finishes editing
  • The ghost shows the endpoint you are editing; outside edit mode it shows End
  • Advanced contains numeric XYZ offsets, the scene picker, ghost visibility, easing, return and loop. Turn off Start at current position there to enter a custom start numerically
  • Position is relative to the saved placement; rotation is in degrees and scale is a multiplier: 1 keeps the original size and 2 doubles it
  • Test animation follows Loop: with Loop off, it moves to End and holds. Click the test object to return to Start; click again to move to End. Stop test restores the saved placement
  • Choose On click to toggle Start and End on each click in the room. Keep Loop off for a single movement per click; this trigger returns on the next click regardless of Return when trigger stops
  • Normal animation previews pause while the ghost is visible or a test is playing
  • Use the crosshair beside either offset to pick its location in the room. A purple marker follows the pointer; click a surface to set the location. Empty space picks at the object’s height. Animation previews pause while picking; Escape, right-click or Cancel leaves the offset unchanged
  • Duration (ms) sets how long the movement takes
  • Easing controls acceleration and deceleration
  • Return when trigger stops moves back smoothly when hover, selection or an event ends
  • Without return, the movement completes and holds at the end
  • Loop moves back and forth while the trigger is active

For a button press, keep the start at zero and set the end Y to -0.02, with a duration of 150. Whole-object offsets follow the saved position's parent axes; component offsets follow that part's local axes. Geometry supports Move too.

Set current position beside Start and End captures the selected object's position, rotation and scale relative to its placement when these controls opened, then restores that original placement. It works alongside ghost editing. Move the placed object with its normal handles before capturing; editing a ghost does not move the placed object. Component captures use the configured pivot and refuse singular or skewed transforms that cannot be represented by position, rotation and scale.

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 click: toggles movement between Start and End each time the object is clicked
  • 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

Agent-authored animation clips#

During the beta, an authorized agent can assign a named animation clip to an object. Select the clip in the animation list to Preview, Pause, or Stop and reset the preview. Disable keeps it assigned without playing it; Remove deletes the assignment. Save the room to keep these edits. Simple animation controls remain available for ordinary animations.

Clips can combine position, rotation and scale across multiple keyframes and component tracks. Disable other animations and physics on the object before enabling its clip. Player-controlled objects cannot own enabled clips. Click-triggered clips toggle between their start and end.

Rigged models and built-in animations#

During the beta, select any uploaded GLB to see its Model animation features. Rigged models show their bone count and Show skeleton overlay. You can animate a rigged model directly; Convert to avatar is only needed for avatar behavior such as camera pairing.

To use a built-in animation, add or select an animation record, then choose a built-in clip in Model animation features. Select the assigned clip to preview, pause, disable or remove it. Save the room to keep the assignment. Disable other animations, physics and camera pairing first.

An authorized agent can also create custom bone animation tracks on the same GLB. Cross-rig retargeting and custom face or lip-sync tracks are not supported. Built-in GLB clips can include the model's own facial animation.