Animation
Create, Switch, and Manage Multiple Animations
Manage the sample's seven default animations and create an independent custom animation workspace.
After this article
Select and create animations while knowing exactly which set of tracks you are editing.
Confirm the active animation first
- 1
Expand Animations
Review the list on the right. The PSD quick start creates idle, walk, run, jump, attack, hurt, and death.
Expected resultAll seven defaults are present and the active animation is clearly highlighted.
Choose an animation before editing its tracks in the dope sheet. - 2
Switch to Animation mode
Select idle and press M or click the mode button. The editor explains if bones, animations, or an active animation are missing.
Expected resultThe dope sheet shows idle tracks and keys, and the toolbar identifies Animation mode.
- 3
Switch and compare
Pause, then select walk. Watch the tracks and current-frame content change with the animation.
Expected resultYou do not accidentally write walk edits into idle.
Create an independent custom animation
- 1
Click Add in Animations
Choose Add in the Animations section and enter a meaningful action name such as idle_custom. Confirming the name appends it to the list.
Expected resultThe New Animation dialog uses a name distinct from the existing animations.
Use an independent custom name rather than overwriting the default idle. - 2
Select the new empty timeline
Enter Animation mode and select the new animation again to make its empty timeline active. It has no default motion tracks, so you can begin with a rest pose and a few keys.
Expected resultThe timeline title and tracks belong to the new animation, with no keys from the previous animation.
An empty timeline means this is an independent animation, not that the original animation was cleared. - 3
Rename or delete deliberately
Double-click an animation name to rename it. Use the delete action and confirm carefully, since deleting an animation removes its tracks; keep a project copy first.
Expected resultThe list name and the active animation stay consistent.
Use default animations as editable starting points
| Animation | What to inspect |
|---|---|
| idle | Breathing, weight balance, and a natural loop seam |
| walk / run | Foot sliding, stride, left–right phase, and the first-to-last transition |
| jump | Takeoff, airborne motion, and landing |
| attack | Anticipation, strike, recovery, and weapon following |
| hurt | Hit direction and recovery pose |
| death | The final fallen pose; it is not a loop that must close seamlessly |