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, Explode, X-ray, or MoveAxis: 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 itMove slides the whole object or the selected model component between two offsets.
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 editingAdvanced 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 numerically1 keeps the original size and 2 doubles itTest 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 placementOn 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 stopsDuration (ms) sets how long the movement takesEasing controls acceleration and decelerationReturn when trigger stops moves back smoothly when hover, selection or an event endsLoop moves back and forth while the trigger is activeFor 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 controls when the animation runs.
Controls:
Always: runs continuously while the room is openHover: runs while a shopper hovers over the objectOn click: toggles movement between Start and End each time the object is clickedOn 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 transformsDuring 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.
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.