Animations and Frames

Animations are listed in the left panel; the frames of the selected animation appear in the timeline along the bottom. Click an animation to edit it, click a frame to select it, and the Inspector follows your selection.

The Animation List

Use the search box at the top of the panel to filter the list by name — useful once a character has dozens of animations.

  • Click an animation to edit it.
  • Double-click its name to rename it.
  • Drag entries to reorder them.
  • Drop sprites or image files onto an animation to fill its frames.
  • + adds a new empty animation; - deletes the selected one.
  • ↑ / ↓ move between animations without touching the mouse.

When you delete an animation you get a choice that matters: empty the slot, keeping the animation's position in the list, or remove it entirely and shift every later animation up.

Why Order Is Load-Bearing

Scripts, logic events, animation behaviour and level spawns refer to animations by index, not by name. Renaming an animation is free. Reordering or removing one silently re-points everything that referred to the animations after it.

So:

  • Keep the reference animations in their expected order.
  • Add new moves at the end of the list.
  • When you must remove an animation that others might reference, prefer emptying the slot over removing it.

If you are hand-editing JSON or writing Lua, note that animation IDs are doubled internally — editor animation 7 is engine ID 14.

The Timeline

Each frame in the timeline stores:

  • Image ID — which sprite is drawn. Changing it swaps the artwork without touching the frame's timing or logic.
  • Duration — how long the frame stays on screen, in game frames. The game runs at 60 frames per second, so a duration of 6 is a tenth of a second.
  • Pivot / sprite offset — through sprite settings, shared with every other frame using the same sprite.
  • Weapon point — optional, per frame.

You can drag sprites in from the All Sprites panel, reorder frames by dragging, and insert, replace or delete frames.

← / → step through frames. Space plays the animation using each frame's own duration, and stops back on the frame you were editing.

Reusing Work Between Frames

Similar attacks usually want similar boxes and events. Right-click a frame in the timeline for:

  • Copy Logic — the frame's hit boxes, body boxes, events and throw data together.
  • Paste Logic (Replace) — overwrite all of it.
  • Paste Hitboxes Only / Bodyboxes Only / Events Only / Throw Data Only — paste one category and leave the rest of the target frame alone.

Selective paste is the one to reach for when two attacks share a hit box shape but need different timings or sounds. Options that would paste nothing are greyed out, so the menu also shows you what is on the clipboard.

The Sprite List

Frames point at an Image ID in the character's effective sprite list. When sprite settings reference another entity's sprites, those referenced sprites occupy the first entries of that list and the character's own custom sprites are appended after them.

There is no separate "reference frame" mode — every frame simply points at one image ID in that combined list. This is why enabling or disabling Use Sprites from can shift which artwork a frame shows: it changes what occupies the low image IDs.

Changing Animation Length Safely

Hit boxes, body boxes, events and throw offsets are all positioned by frame number. The editor shifts frame-based data when it can, but inserting or removing frames in the middle of an animation is the most common way to quietly break a working move.

After any length change, test the attack, the throw, the landing, and the transition into whatever animation comes next.

Related pages: The Workspace, Import Sprites, Pivots and Offsets, Logic Events, Behaviour Modes.