Children Become Frames
After objects are grouped, each child can be included in the movie. Playback advances through included children using each child's frame duration.
Group objects
A group can become a frame-based MovieClip. Each child object can act like an animation frame, including groups made entirely from vector or scene objects.
What it is
Group MovieClip is useful when the animation is built from level objects instead of a single sprite sheet. The editor keeps the children as objects, but playback treats selected children as frames.
After objects are grouped, each child can be included in the movie. Playback advances through included children using each child's frame duration.
The group can be made entirely from vector or scene objects. No physics child is required when the animation is only visual.
Children excluded from the movie can remain as steady parts of the same group, such as a frame, housing, base, sign post, or machine shell.
If the group needs physical behavior, it can contain one non-scene physics child. The other children should stay scene objects.
Trigger zones and chips can start, stop, toggle, set a frame, or change loop ranges for the grouped movie animation.
Once tuned, the group can be saved into the library so the same animated machine or vector character can be reused in other levels.
Creator guide
Use Custom Movie Clip to pose the same child objects across keyframes. Each body part is drawn once; frames change its position, rotation, visibility and alpha. This is the animation system used by the current Main Character skins.
| Option | What it does |
|---|---|
| Current Child | Choose the part to edit, then set its transform for the selected keyframe. |
| Layer / Frame | Choose whether timeline actions work on layers or frames. Layers within one timeline share that timeline's current frame. |
| Add Timeline | Create an independently timed animation. Use a separate timeline when one action needs to run alongside another. |
| Timeline Name / Frame Duration / Play On Start / Loop | Name the selected timeline and control its timing and playback. |
| Layer Name / Layer Visible | Name a layer and show or hide it while editing. Layer Visible is an editor preview control. |
| Delete Timeline | Delete the selected timeline while another remains. On a Main Character, the first timeline owns the movement animation; removing it breaks that movement setup. |
When multiple running timelines move the same part, the later timeline takes precedence. Enable Weapon on a Main Character creates a Weapon timeline with an Arm layer, allowing the arm action to play alongside walking.
Create the container
Grouping makes one controlled container. Moving, rotating, scaling, filtering, and saving the group affects the children together.
Select the frame objects, then use Group Objects from the right-side menu. The selected objects become children inside one group object.
If the group must be rebuilt, Break Group returns children to normal objects. Group-specific MovieClip settings are lost when the group is broken.
Selects which child/frame is being inspected. Use it to step through frames while tuning offsets, inclusion, and frame duration.
Moves the current child relative to the group center. Use this when one vector frame is slightly out of place or a pose needs local adjustment.
Shows only the current child while editing. This is the easiest way to inspect dense vector frames that overlap each other.
When focus mode is enabled, the previous frame can remain visible as a ghost reference. This makes frame-to-frame alignment much easier.
Controls how strong the previous-frame ghost is. Lower values are subtle; higher values help when matching complicated silhouettes.
Children inside a group are not selected like normal standalone objects. Use Current Child and focus controls, or break the group for full child editing.
MovieClip controls
These controls turn a normal group into a frame animation. They appear on group workflows and child/frame editing workflows where supported.
Enables frame-based playback for the group. When active, included children behave as movie frames instead of all appearing as a static pile.
Controls whether the current child participates in playback. Turn it off for permanent group parts such as a border, shadow, stand, pivot, or machine shell.
Sets how long the current child/frame is displayed. Short durations make a fast animation; long durations create readable states or pauses.
Each included child can have its own duration. Use longer timing for important poses and shorter timing for in-between vector frames.
Applies compatible movie settings across all children/frames. Use it when every frame should share one timing or transition setup.
An excluded child can stay visible with the group while the included frames animate. This is useful for a fixed lamp body with animated light, a fixed control panel with blinking indicators, or a machine body with changing internal parts.
Children that are included in a group MovieClip should usually avoid their own separate object animation, because the MovieClip is already controlling visibility and frame timing.
The number of included children becomes the practical frame count. Add more vector frame objects for smoother animation, or fewer frames for mechanical step motion.
Gameplay connection
A grouped MovieClip can be more than decoration. It can show puzzle state, react to contact, display progress, or become an animated target controlled by logic.
Trigger zones can enable MovieClip changes when something enters, exits, touches, or satisfies the configured trigger filter.
Allows a trigger zone to change the target group's MovieClip playback. Use this for doors, indicators, warning lights, and animated traps.
Chooses what the trigger does to playback, such as starting, stopping, toggling, or otherwise changing the current MovieClip state.
Forces the group to a specific frame. This is useful for switches, progress bars, multi-state panels, locks, doors, and puzzle counters.
Changes the loop range so the same group can play only part of its animation after a trigger event.
Chips can drive Movie Clip Frame, Movie Clip Start Loop Frame, and Movie Clip End Loop Frame, letting values and events choose the displayed frame or loop section.
Reuse
After the group animation is tuned, save it as a reusable object so the same animated vector machine can be placed in other levels.
Select the group and use Save Object. The group save keeps child records, offsets, group bounds, and supported group data.
Open Library Objects to place the saved animated group again. This is ideal for reusable effects, animated decorations, multi-state switches, and vector characters.
Use a group when the objects need shared group controls or MovieClip playback. Use a cluster when you only need to save several separate objects with preserved positions.
Exported level JSON includes object data, custom object data, color data, animation data, and other supported object-specific data so grouped builds can move with the level.
Practical build
Use this checklist when turning vector objects or grouped objects into an animated MovieClip.
Create each pose as a separate object. For all-vector animation, keep the frame objects as vector or scene objects.
Place each frame around the same center. If needed, use ghosted previous-frame editing later for final tuning.
Select the frame objects and use Group Objects. Avoid nested groups, and use at most one non-scene physics child if the group needs physics.
Turn on Play Group As MovieClip. Step through Current Child and decide which children are included in the movie.
Set Movie Frame Duration per child, then use Apply For All Frames only when every frame should share the same timing or transition setup.
Enable transitions if the animation should blend. Choose Alpha, Scale, Blur, or Pixelate based on the visual style.
Use trigger zones or chips when the animation should react to gameplay, change frame, or loop only a specific range.
Save the tuned group into the library if it should become a reusable animated object in later levels.