About Animations

You can animate one or more actor's properties over time. For example, you can change a geometric primitive's color or position in an animation.

You can work with two types of animations: global and local animations.

This page discusses:

Global Animations

A global animation affects multiple objects at once.

For example, global animations are useful when you need to simultaneously animate a group of objects (a car and a camera, for example).

Note: In an experience, you can play multiple global animations simultaneously.

Local Animations

A local animation affects an actor and its children.

For example, local animations are useful when you need to reuse animations in multiple contexts:

  • a door opening
  • a predefined camera motion
  • an explosion of an object's hierarchy.
Note: In an experience, you can play multiple local animations simultaneously.

Special Case

By default, a keyframe is created at time 0 when you create an animation. You can leave time 0 empty, without any keyframes.

Consequently, when you play the animation, the current actor's state is used to define time 0.