Eclipse Animator Shortcuts & Tutorials
Interactive hotkey lookup engine, comparative keymaps against Moon Animator 2, and 6 practical masterclass tutorials to master in-engine rigging, keyframing, and in-game export.
Eclipse Animator Keyboard Shortcut Search
Insert Keyframe on Selected Joint
Press V in Eclipse to record position and orientation transforms on highlighted bones (unlike Moon's + or spacebar).
Delete Selected Keyframe(s)
Quickly removes highlighted keyframe markers from the active track without opening context menus.
Scale & Retime Keyframes
Select a cluster of keyframes and press J to scale timing proportionally forward or backward.
Play / Pause Timeline Playback
Toggles playback loop. Tap twice to return playhead scrubber to loop in-point.
Toggle Inverse Kinematics (IK) & Forward Kinematics (FK)
Switches between FK bone rotation handles and real-time Fabrik IK solvers with pole vector angle constraints.
Toggle Graph Editor (Bezier Curve Handles)
Opens visual curve editor with independent left and right Bezier tangent handles for custom acceleration curves.
Toggle Onion Skinning Ghost Frames
Projects semi-transparent ghost poses before and after playhead for spacing and arc analysis.
Add Animation Layer (Additive / Override)
Creates non-destructive layers. Animate base walk cycle on Layer 0 and combat sword swings on Layer 1.
Dynamic Parenter / Unparent Objects
Dynamically re-parents props (such as unsheathing a sword or picking up an item) mid-animation.
Mirror / Pose Paste Flipped
Inverts left and right motor transforms across the Sagittal plane for fast symmetrical walk cycles.
Toggle Viewport Camera Track
Enables integrated camera keyframing. Keyframe FOV, camera roll, and target tracking directly on the main timeline.
Frame Step Backward / Forward
Nudge playhead by exactly one frame step for frame-by-frame impact timing and anticipation.
Jump to Previous / Next Keyframe
Snaps scrubber head between existing keyframe markers on the selected joint.
Launch Eclipse Timeline HUD in Studio
Opens or focuses the Eclipse Animator docked timeline workspace inside Roblox Studio.
No matching shortcuts found. Try searching for "keyframe", "curve", "IK", or "layer".
Rig Insertion & Studio Initialization (R15 / R6)
Open Roblox Studio and spawn an R15 or R6 dummy using Avatar > Rig Builder. Select the dummy in the Explorer window, click Eclipse Animator on your Plugins ribbon tab, or press Ctrl + E. The plugin initializes the Motor6D hierarchy and highlights joint transform handles in the viewport.
Keyframe Insertion & Retiming (V, X, J)
Unlike Moon Animator which uses + or Spacebar, Eclipse Animator uses V to insert keyframes on the currently selected bone or joint cluster. Select keyframes and press X to delete them, or press J to scale and retime the selection.
Inverse Kinematics (IK) vs FK & Symmetrical Walk Cycles
Press Tab to toggle between Forward Kinematics and Inverse Kinematics. Drag the character's LeftFoot to the ground contact point; the knee automatically respects the pole angle. At frame 12, copy the pose and press Alt + M to paste flipped. Your walk cycle is half-done in two keyframes.
Visual Graph Editor Bezier Curves (G)
Select any joint and press G to open the visual Graph Editor. Rather than picking rigid Quad or Bounce presets, manipulate the left and right Bezier tangent handles. Drag down the anticipation tangent and pull the release tangent vertically for snappy sword impacts and weapon recoil.
Animation Layers & Dynamic Parenter (Alt + L, Alt + P)
Press Alt + L to add non-destructive layers. Layer 0 can run your base walk or sprint cycle, while Layer 1 overlays an aiming or spellcasting pose. Use Alt + P (Dynamic Parenter) to dynamically unparent weapons (e.g. unsheathing a sword from the hip to the hand) mid-timeline.
In-Game Script Export & AnimationController Playback
When your animation is complete, export it as a standard KeyframeSequence or modern CurveAnimation. Right-click the exported track in Explorer and select Save to Roblox. Copy the resulting Asset ID and play it in-game with Lua:
local animation = Instance.new("Animation")
animation.AnimationId = "rbxassetid://YOUR_ANIMATION_ID"
local animator = character:WaitForChild("Humanoid"):WaitForChild("Animator")
local animTrack = animator:LoadAnimation(animation)
animTrack:Play()
Animation Troubleshooting FAQ
Ensure you have selected the specific bone or joint in the viewport or timeline hierarchy before pressing V. If the timeline is locked, click the padlock icon on the active track.
Check the pole vector orientation. When bending knees or elbows in IK mode, align the yellow pole target guide to point in the direction the joint naturally flexes.