As of today, the workflow for the Animation Editor has changed. Gone are the days of the starting screen and having to pick the proper HumanoidRootPart each time. All you need to do is simply click on the model itself (either in the viewport or in the explorer tab). As long as it has a Humanoid or Animation controller and a Motor6D rig setup, we will detect the top level joints for you.

When you open the Animation Editor screen, it will look something like this:



“Select a rig to animate” means that your current selection in studio does not have a Humanoid or an Animation Controller attached.

If you see this screen,



That means your model has a Humanoid or Animation Controller attached, but has never been opened in the animation editor before and has no existing animations. Opening any other valid model that already has existing animations will automatically bypass this screen.

Some other features/fixes with this change:

It is now easier than ever to switch between rigs. Simply click on another rig to start working on it. No more having to close the entire editor and then re-open.

All of your data that you were working on before switching to another rig will be auto-saved and loaded in again once you come back to that rig.

This new flow should be much friendlier with custom rigs/rigs that don’t have a HumanoidRootPart

We do some rig verification to make sure there are no errors with your Motor6D setup. Possible errors could be: Motor6D’s with missing Part0/Part1, Motor6D’s that are driven by two different motors, or a cyclical Motor6D setup. We will warn you if any such problems exist with the rig when you attempt to open it.

The editor should no longer crash when you delete the rig, it will simply just prompt you for another one

All popups in the animation editor are now actual popup windows that are not bound to the animation editor window. Old popups that were larger than the animation window itself would just get cutoff. They now live in their own window, so hopefully this makes keeping the editor docked a little easier for you.

Known issues:

Since the animation editor now considers any instance to be a candidate to be opened at any time, it may be easy to click on something outside of the model and the animation editor will try to switch context. We recommend animating the model in an isolated area if possible and maybe delete the baseplate or move it away from the model.

The animation editor will attempt to open for any Instance you click on in the explorer, even if it’s outside of workspace. We are working on fixing this so it only recognizes instances in Workspace

Any of our resizable popup windows have their default size ignored. They end up opening to a much larger size than we intend for, or being too small and end up cutting off parts of the UI. This seems to be fixed once you attempt to resize the window.

Remove IK message appears even though the previous rig didn’t necessarily have IK mode enabled

Some frame rate drops when moving camera around the model while editor is open

After receiving an error, the screen on the animation editor may go blank. Selecting another rig should make something appear again.

There is an issue with models that are not directly children of Workspace where selecting anything in the Animation Editor will switch contexts. For example, you have all of your models in a folder in Workspace. We are working to fix this ASAP

Please let us know if any other issues arise or you have any additional suggestions for how we can make this better, and we hope you enjoy the new workflow!