Animations
The Animations section in Studio lets you author one or more animation tracks that drive the viewer's camera through your scene. A track is a keyframed path — at each keyframe, the camera's position, target, and field of view are sampled. The viewer interpolates between keyframes at runtime.
A track can be set to auto-play when a visitor opens the scene page, turning your splat into a cinematic flythrough.
Track properties
Each track has the following properties:
| Field | Description |
|---|---|
| Name | A display label for the track in the Studio UI. |
| Duration | Length of the track in seconds. |
| Frame rate | Frames per second the keyframe times are expressed in. |
| Loop mode | none — play once and stop. repeat — loop seamlessly from end back to start. pingpong — play forward, then reverse, repeating. |
| Interpolation | step — snap from keyframe to keyframe. spline — smooth curve between keyframes. |
| Smoothness | A 0–1 blend applied to the spline interpolation. 0 is linear, 1 is maximally smooth. |
| Keyframes | A list of (time, { position, target, fov }) entries that define the animated camera path. |
Authoring a track
The general flow is:
- Frame the camera in the viewport at the time-zero pose you want.
- Add a keyframe at
time = 0. - Scrub forward, reframe the camera, add the next keyframe — and so on.
- Pick a loop mode and an interpolation that matches the mood of the track.
The keyframe list stores three parallel arrays (position, target, fov) and a times array; you don't normally edit these by hand, but if you're consuming the saved JSON externally see Experience Settings for the canonical shape.
Auto-play on load
Set the scene's start mode to animTrack to make the animation track play automatically when a visitor opens the scene page. Combined with a seamless repeat loop, this gives the impression of a hands-off showreel. When more than one track is defined, the first track in the list is the one that plays.
Tip: smooth loops
For a track that loops cleanly (loopMode = repeat), avoid placing keyframes on both the very first frame and the very last frame at the same pose — the spline will be flat there and the loop will appear to "snap" rather than continue smoothly. Instead, leave a small gap before the end of the track and let the interpolation carry the camera back to the start pose.
See also
- Cameras — the initial cameras you can frame and reference
- Annotations — annotations can pause a playing track when selected
- Experience Settings — the JSON contract that stores animation tracks