How to open editor in roblox studio

The Animation Editor plugin allows you to design and publish customanimations on rigs.

A rig is an object with individual sections connected by joints. You canmove these joints to create poses, andthe Animation Editor will smoothly animate the rig from pose-to-pose. Aslong as all moving parts are connected withMotor6Dobjects, you can use the Animation Editor for both human and non-humanrigs.


Media and Playback Controls

The name of the animation.

Opens a contextual menu with the following menu items:

  • Load

  • Save

  • Save As

  • Import

  • Export

  • Create New

  • Set Animation Priority

Moves the scrubber to the first key.Moves the scrubber to the previous key.Previews the animation in reverse.Pauses the animation.Previews the animation.Moves the scrubber to the next keyMoves the scrubber to the last key.Toggles looping for the animation.The position indicator that displays the timeline unit for the position of the scrubber in seconds:frames.


A scrubber that marks the current frame position.Time units that allow you to move the scrubber to a precise time unit.A keyframe that marks the change in position or orientation of a part.Either expands or contracts the time unit marks.

Opens a contextual menu with the following menu items:

  • Timeline Unit

  • Frame Rate: 30fps

  • Show

    Animation Events

  • Snap To Keys

Track List

The name of the rig.Opens the Manage IK window.Opens a contextual menu of additional tracks you can add to the track list. The track displaying the name, position, and rotation of the part thathas been moved or rotated to a new position or orientation.

Opens a contextual menu with the following menu items:

  • Add Keyframe

  • Delete Track

Opening the Animation Editor

To create an animation within Studio, you will first need to open theAnimation Editor.

To open the Animation Editor:

  1. In the menu bar, navigate to the Avatar tab.

  2. In the Animations section, click on the Animation Editor.The Animation Editor window displays.

Creating an Animation

Before you create an animation, you should have a rig within yourexperience. If you don’t have a rig available, insert a pre-builtrigwith the Build Rig plugin. The pre-built rigs have all of the basic parts and mechanisms tobuild a character animation.

After the Animation Editor isopen, you can create a new animation for a rig:

  1. Select the rig you want to create an animation for. A dialogdisplays.

  2. In the Animation Name field, enter a new animation name, thenclick the Create button. The Animation Editor window displaysthe media and playback controls, timeline, and track list.

From here, you can begin creating posesfor your rig and experiment with animation settings, such as loopingthe animation or setting itspriority.

Creating Poses

A pose is when you move and/or rotate parts of a rig (hands, feet,torso, etc.) to specific positions. After you create multiple poses, theAnimation Editor will run between them with a definedeasing setting to smoothly animate therig from pose-to-pose.

For example, consider a simple animation where a humanoid character turnsto look 45° to the left. This animation involves two poses:

  • The initial position looking forward.

  • The turned position looking left.

To create a pose:

  1. In the Animation Editor window, navigate to the timeline, thenclick-and-move the scrubber to the frame position where youwant to set the pose. By default, Roblox represents timeline units asseconds:frames and animations run at 30 frames per second, so0:15 indicates ½ second.

  2. In the viewport, hover your mouse over the rig and click ona part to select it.

  3. Move and/or rotate the part to a new orientation. A new trackdisplays in the track list, and a new keyframe displays on thetimeline.

    When you’re creating poses, you can toggle between Move and Rotatemodes by pressing Ctrl + 2 or Ctrl + 4,respectively (Command ⌘ + 2 or Command ⌘ + 4on Mac). These modes work exactly like moving and rotating base objects, including thesnap settings and incremental values located in the Snap to Grid section of theModel tab.

  4. Continue moving or rotating parts until you get the desired pose.Whenever you adjust a specific part, a new keyframe displayson the timeline for that part at that specific frame position.

  5. When you’re ready to preview the animation, you can either:

    • Navigate to the

      Media and Playback Controls

      , then click the



    • Or press the



By default, the timeline displays a duration of 1 second (30 frames), butthe animation’s actual duration is determined by the final keyframe. Toadd more time to the timeline, enter a new value in the right-side box ofthe position indicator.


Once you create basic poses for a rig,fine-tuning individual keyframes can significantly improve the finalanimation.

Adding Keyframes

Whenever you change a part’s position or orientation, a new keyframedisplays on the timeline. You can also add keyframes to a timelinethrough the following methods.

To add a keyframe for a single part of the rig:

  1. Navigate to the timeline, then move the scrubber to a newposition.

  2. In the track list, navigate to the part’s track and clickthe ⋯ button. A contextual menu displays.

  3. Select Add Keyframe.

To add a keyframe for multiple parts of the rig:

  1. Navigate to the timeline, then right-click in the dark regionabove the tracks. A pop-up menu displays.

  2. Select Add Keyframe Here.

Note that the keyframes insert at the frame position closest to where you click,not at the position of the scrubber.

Moving Keyframes

You can increase or decrease the amount of time between keyframes by movingeither individual keyframes or every keyframe in a frame position.

To move a single keyframe:

  1. Navigate to the timeline and click on any gray keyframe.Both the gray keyframe and the white keyframe are nowsurrounded with a blue border.

  2. Click-and-drag it to a new frame position.

To move every keyframe in a frame position:

  1. Navigate to the timeline and click on the white keyframe inthe dark region above the tracks. Every keyframe in the frameposition is now surrounded with a blue border.

  2. Click-and-drag it to a new frame position.

Duplicating Keyframes

You can duplicate either a specific keyframe or multiple keyframes formultiple parts into a new position in the timeline. This is particularlyuseful for when you want to

To duplicate one or more keyframes:

  1. Navigate to the


    and select one or more keyframes. Everyselected keyframe is now surrounded by a blue border.

  2. Press



    Command ⌘+C

    on Mac). Every selectedkeyframe copies to your clipboard.

  3. Move the


    to a new frame position.

  4. Press



    Command ⌘+V

    on Mac). The keyframe(s) pasteinto the new frame position.

Deleting Keyframes

To delete one or more keyframes, select the keyframe(s), then pressDelete or Backspace.

Optimizing Keyframes

Animators can often generate many keyframes during the course of animation, especially when using various animation tools and features. To help reduce the number of unnecessary keyframes and make it easier to animate on the timeline, the Animation Editor provides tools for automatic and on-demand keyframe optimization.

Automatic Optimization

The Animation Editor automatically detects and removes unnecessary keyframes when creating facial animations and when promoting a keyframe animation to a curve animation.

If 3 or more consecutive keyframes have the same value in a track, the animation editor removes the intermediary keyframes and keeps only the first and last keyframes.

If the track only contains keyframes with default values, such as an Identity Cframe, or a 0 value for a curve animation, the entire track is removed from the animation.

On-Demand Optimization

Optimize Keyframes

During animating, you can use the Animation Editor’s Keyframe Optimization tool to quickly reduce the number of unnecessary keyframes. Keyframe Optimization prioritizes the least impactful keyframes first and the number of keyframes can be adjusted using a slider.

While using the slider, you can preview the animation and scrub through the timeline to check your animation but you can not perform editing operations, such as changing keyframe values or adding tracks.

To access the Optimize Keyframes tool:

  1. In the Animation Editor, click … button and select Optimize Keyframes. A dialog box with a slider displays.

    Optimize Keyframes

  2. Move the slider to the desired number of keyframes. You can preview and playback the animation to verify the optimization.

    Optimize Keyframes

  3. Click OK when complete.

Looping an Animation

To make an animation automatically loop, navigate to the Media andPlayback Controls and clickthe Looping button.

A looping animation doesn’t interpolate between the finalkeyframes and first keyframes. To make the animation loop smoothly,duplicating keyframes the firstkeyframes and use them as the final keyframes.

Setting a Priority

An animation’s priority dictates when it will play in anexperience. For example, if you play an animation with a higher prioritythan another animation that’s already playing, the new animation willoverride the old. For example, a “jump” animation should take priority over an “idle” animation so that a character doesn’t perform both at the same time.

Roblox uses seven levels of priority, ordered here from highest to lowest:








To set an animation to a different priority:

  1. Navigate to the Media and Playback Controlsand click the ⋯ button. Acontextual menu displays.

  2. Hover over Set Animation Priority, then choose your desiredpriority setting.

Saving an Animation

When you save an animation, Studio saves it as aKeyframeSequenceobject. This object contains all keyframes for an animation, determinesif the animation is looped, and notes its priority against otheranimations.

To save an animation:

  1. Navigate to the Media and Playback Controlsand click the ⋯ button. Acontextual menu displays.

  2. Select Save or Save As to save the animation as a child ofthe AnimSaves object (itself a child of the rig).

The saved KeyframeSequenceis not used to load the animation in an experience. For details onexporting an animation for use in an experience, seeExporting an Animation.

Exporting an Animation

When you export an animation to Studio, it becomes available for use inall experiences. This means that you only need to create an animationonce, then you can reuse it as many times as you want.

If your animation will be used for a default Roblox character animation like jumping or running, ensure that you rename the final keyframe as outlined in the first step below.

To export an animation:

  1. (Important) If the animation will be used to replace a default character animation like running or jumping, rename the final keyframe End as follows:

    1. Right-click the final white keyframe symbol in the upper bar region and choose Rename Key Keyframe from thecontextual menu.

    2. Type End (case-sensitive) into the input field.

    3. Click the Save button.

  2. Navigate to the Media and Playback Controlsand click the ⋯ button.

  3. Select Publish to Roblox from the contextual menu.

  4. In the Asset Configuration window, enter an animation title and optional description.

  5. (Important) If the animation will be used in any group-owned experience, select the group from the Creator field.

  6. Click the Submit button.

Once the upload is complete, you can copy the animation’s asset IDfrom the Toolbox for scripting custom animations or to replace default character animations, as outlined in Using Animations.

  1. Click the Creations tab and select Animations from the dropdown menu.

  2. Right-click the desired animation and select Copy Asset ID from the contextual menu.

  3. See Using Animations for instructions on how to play the animation from a script or use the animation as a default character animation.

Written by Jane