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Animation Components

Animation components allow you to play pre-made animation clips on scene objects, bringing them to life with movement.


Animator component with clips list

🏷️ Category: Animation

💡 Simple Explanation: Plays animation clips on objects - walk cycles, dances, gestures, and more.

⚙️ Technical Description: Manages legacy animation clips attached to a scene object, providing playback control with play, stop, reset, speed adjustment, and crossfade transitions between clips.

📖 Full Details & Properties

🔧 How It Works: The Animator component holds a list of animation clips imported with 3D models. You can select an animation from the dropdown and use the control buttons to play, stop, or reset it. Each clip can have its own playback speed, and animations can crossfade smoothly from one to another.

Perfect For:

  • Character animations (idle, walk, wave, dance)
  • Mechanical animations (doors opening, gears turning)
  • Looping ambient animations
  • Triggered celebration animations

📋 Properties:

PropertyTypeDescription
AnimationDropdownSelect which animation clip to control
Play AnimationButtonStart playing the selected animation
Stop AnimationButtonStop all animations
Reset AnimationButtonReset the selected animation to frame 0
ClipsListAll available animation clips with per-clip settings
Play On AwakeBooleanAutomatically play the animation when the scene starts
Animate PhysicsBooleanSync animation with physics (for kinematic Rigidbodies)

Per-Clip Settings (in Clips list):

PropertyTypeDescription
SpeedFloatPlayback speed (1 = normal, 2 = double speed, -1 = reverse)

🎬 Streaming Example: “Play a victory dance animation on your mascot whenever someone subscribes.”

🎯 Tips:

  • Animations come from imported 3D models - you can’t create them directly in OverMox.
  • Use negative Speed values to play animations in reverse.
  • Enable Play On Awake for ambient animations that should always be running.
  • Enable Animate Physics when animated objects need to push physics objects correctly (the animated object should have a kinematic Rigidbody).
  • Use the PlayAnimation node in node graphs to trigger animations from events.

Control animations programmatically with these nodes: