New in CLO 2025.0
By setting animation keys on an object’s properties, you can interpolate between keyframes to express animation over time.
Edit the avatar’s joints to apply dynamic animations, or control the wind properties to create effects where the wind values change over time. Use these methods to create various animation effects.
Add Keyframe
- Click Animation ▶ Animation Editor in the top menu.
- Click the Add Animation button at the top left of the Animation Editor to view a list of objects that can have animations.
- Select the target item to create an empty layer with no keyframes.
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Expand the created layer, set the value of a property that can be keyed, and click the
Insert Key button.
* This action works the same as clicking Insert Key in the Property Editor.
- Move the Current Frame, change the property value, and click Insert Key again to create another keyframe.
- When you play the animation between the multiple keyframes, you can see the value change over time.
Animation Layer
- Right-clicking the created layer will display a context menu.
- Layer have a hierarchical structure, and only the properties of an object that can be keyed are displayed as layers.
- Layers can be deleted, and sub-property layers can be re-created using the Add Layer menu of the parent layer.
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📝Note: Recorded Cache Layer only can be cut or merged.
Animation Track
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Top Level Object Layer
- The object layer displays the Start-End keyframe range as a bar.
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- As the length of the bar changes, the keyframes in the child layers stretch or shrink while maintaining their relative spacing.
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Property Layer
- Actual keyframes are set on property layers.
- Property layers can also be grouped, and the parent key in the group represents the keys of its children.
- When the parent key is selected, all child keys on the same frame are selected as well, and actions such as moving, copying, deleting, or changing interpolation type are applied collectively.
Set Keyframe
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Manual Keyframe Creation
- Change the property value of the target object in the Animation Layer or Property Editor, then click the Intert Keyframe button.
- The current property value of the target object will be set as a key at the current frame.
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Automatic Keyframe Creation
- Enable Auto Keying.
- Manually set the first key using the manual creation method.
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After the initial key is set, any changes to the same property will automatically create a key at the current frame.
📝Note: The first key must be manually set in order for subsequent keys to be created automatically on that property.
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Copy and Paste Keyframes
- One or more keyframes can be copied and pasted relative to the current frame.
- Meaningful paste results can only be achieved when pasting onto layers with the same data type.
- When multiple keys are pasted, they retain the same spacing relative to the current frame.
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Keyframe Interpolation Types
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Keyframe interpolation types can be set as follows:
Option Description Linear Creates a straight-line interpolation between keys, producing a constant rate of change.
Cubic Creates a curved interpolation between keys, resulting in dynamic changes.
This is visible when three or more keys are present.Constant Maintains the current key's value until just before the next key. - To apply the same interpolation type to all child keys, select the parent key of the property and change its interpolation type. All child keys will be updated accordingly.
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Timeline Improvement
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Playback Range Context Menu
Option Description Set Start Frame Sets the current frame as the start frame of the playback range.
This menu is disabled if the current frame is larger than the end frame.Set End Frame Sets the current frame as the end frame of the playback range.
This menu is disabled if the current frame is less than the start frame.Clamp Range to Active Frames Automatically adjusts the playback range to fit the span between the first and last keyframes across all layers.
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Slider Context Menu
Supported Objects
Object | Description |
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Colorway |
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Fabric |
The following properties can be controlled:
📝Note: If Use Same Material as Front is enabled for the back/side material, it will not appear in the Layer. |
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Pattern |
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Avatar |
The following properties can be controlled:
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Camera |
The following properties can be controlled:
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Pin |
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Wind Controller |
The following properties can be controlled:
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Simulation Property |
The following properties can be controlled:
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Cache |
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