MASTERCLASS & CONTROLS REFERENCE Curated from Official Walkthroughs & DevForum

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.

keyboard INTERACTIVE CONTROLS LOOKUP

Eclipse Animator Keyboard Shortcut Search

Verified Keymaps from Official Walkthroughs & Moon 2 Comparisons
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keyframes

Insert Keyframe on Selected Joint

Press V in Eclipse to record position and orientation transforms on highlighted bones (unlike Moon's + or spacebar).

Eclipse Key V
Moon Equivalent + / Spacebar
keyframes

Delete Selected Keyframe(s)

Quickly removes highlighted keyframe markers from the active track without opening context menus.

Eclipse Key X
Moon Equivalent Delete / Backspace
keyframes

Scale & Retime Keyframes

Select a cluster of keyframes and press J to scale timing proportionally forward or backward.

Eclipse Key J
Moon Equivalent Scale tool sub-window
timeline

Play / Pause Timeline Playback

Toggles playback loop. Tap twice to return playhead scrubber to loop in-point.

Eclipse Key Space
Moon Equivalent Space
rigging

Toggle Inverse Kinematics (IK) & Forward Kinematics (FK)

Switches between FK bone rotation handles and real-time Fabrik IK solvers with pole vector angle constraints.

Eclipse Key Tab
Moon Equivalent Rigging HUD sub-panel
keyframes

Toggle Graph Editor (Bezier Curve Handles)

Opens visual curve editor with independent left and right Bezier tangent handles for custom acceleration curves.

Eclipse Key G
Moon Equivalent 7 (Value Graph)
keyframes

Toggle Onion Skinning Ghost Frames

Projects semi-transparent ghost poses before and after playhead for spacing and arc analysis.

Eclipse Key O
Moon Equivalent Sub-Menu Option
layers

Add Animation Layer (Additive / Override)

Creates non-destructive layers. Animate base walk cycle on Layer 0 and combat sword swings on Layer 1.

Eclipse Key Alt + L
Moon Equivalent Not Supported (Single Flat Track)
rigging

Dynamic Parenter / Unparent Objects

Dynamically re-parents props (such as unsheathing a sword or picking up an item) mid-animation.

Eclipse Key Alt + P
Moon Equivalent Complex Weld Scripting
rigging

Mirror / Pose Paste Flipped

Inverts left and right motor transforms across the Sagittal plane for fast symmetrical walk cycles.

Eclipse Key Alt + M
Moon Equivalent Mirror Pose Button
layers

Toggle Viewport Camera Track

Enables integrated camera keyframing. Keyframe FOV, camera roll, and target tracking directly on the main timeline.

Eclipse Key C
Moon Equivalent Moon Camera Sub-Tool
timeline

Frame Step Backward / Forward

Nudge playhead by exactly one frame step for frame-by-frame impact timing and anticipation.

Eclipse Key , / .
Moon Equivalent < / >
timeline

Jump to Previous / Next Keyframe

Snaps scrubber head between existing keyframe markers on the selected joint.

Eclipse Key Shift + ← / →
Moon Equivalent [ / ]
utility

Launch Eclipse Timeline HUD in Studio

Opens or focuses the Eclipse Animator docked timeline workspace inside Roblox Studio.

Eclipse Key Ctrl + E
Moon Equivalent Ctrl + M
school PRACTICAL STEP-BY-STEP WORKFLOW MASTERCLASSES
MODULE 01

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.

MODULE 02

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.

MODULE 03

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.

MODULE 04

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.

MODULE 05

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.

MODULE 06

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

Q: Why won't keyframes record when I move a limb?

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.

Q: Why does the IK solver stretch my character's mesh unnaturally?

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.