Group objects

Group MovieClip Animation

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

A grouped animation made from real objects

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.

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.

All Vector Works

The group can be made entirely from vector or scene objects. No physics child is required when the animation is only visual.

Static Parts Can Stay

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.

One Physics Anchor Optional

If the group needs physical behavior, it can contain one non-scene physics child. The other children should stay scene objects.

Gameplay Can Drive It

Trigger zones and chips can start, stop, toggle, set a frame, or change loop ranges for the grouped movie animation.

Saves As A Reusable Object

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

Custom Movie Clip: animate the same parts

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.

OptionWhat it does
Current ChildChoose the part to edit, then set its transform for the selected keyframe.
Layer / FrameChoose whether timeline actions work on layers or frames. Layers within one timeline share that timeline's current frame.
Add TimelineCreate an independently timed animation. Use a separate timeline when one action needs to run alongside another.
Timeline Name / Frame Duration / Play On Start / LoopName the selected timeline and control its timing and playback.
Layer Name / Layer VisibleName a layer and show or hide it while editing. Layer Visible is an editor preview control.
Delete TimelineDelete 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.

Prepare the artwork

Build each animation frame as an object

The cleanest MovieClip workflow is to create the important animation poses first, then group those poses into one animated object.

Frame Objects

Create one object for each visible pose or frame. For example, a lamp can have off, half-lit, and fully-lit vector frames; a character can have several body poses.

Pure Vector Frames

For all-vector animation, build every frame from Color Objects, vector details, scene objects, or other non-physics visual objects. Then group them and play the group as a MovieClip.

Composite Frames

A frame can be a complete drawing, or it can be one moving part while another child stays excluded from the movie as the permanent base.

Consistent Center

Keep frames aligned around the same visual center before grouping. The group stores child offsets relative to the group center, so clean alignment makes playback stable.

Layer Order

Check front/back order before grouping. Group children are sorted by scene layer, layer group, and display container index so the final animation keeps predictable depth.

Physics Rule

A real group can contain at most one non-scene physics object. If the animation is decorative, keep every child as a scene/vector object and avoid extra physics behavior.

Create the container

Turn selected objects into one group

Grouping makes one controlled container. Moving, rotating, scaling, filtering, and saving the group affects the children together.

Group Objects

Select the frame objects, then use Group Objects from the right-side menu. The selected objects become children inside one group object.

Break Group

If the group must be rebuilt, Break Group returns children to normal objects. Group-specific MovieClip settings are lost when the group is broken.

Current Child

Selects which child/frame is being inspected. Use it to step through frames while tuning offsets, inclusion, and frame duration.

Child Offset X/Y

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.

Enable Group Focus Mode

Shows only the current child while editing. This is the easiest way to inspect dense vector frames that overlap each other.

Show Previous Frame

When focus mode is enabled, the previous frame can remain visible as a ghost reference. This makes frame-to-frame alignment much easier.

Previous Frame Alpha

Controls how strong the previous-frame ghost is. Lower values are subtle; higher values help when matching complicated silhouettes.

Child Selection

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

Choose what plays and how long it stays visible

These controls turn a normal group into a frame animation. They appear on group workflows and child/frame editing workflows where supported.

Play Group As MovieClip

Enables frame-based playback for the group. When active, included children behave as movie frames instead of all appearing as a static pile.

Include In Movie

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.

Movie Frame Duration

Sets how long the current child/frame is displayed. Short durations make a fast animation; long durations create readable states or pauses.

Different Durations Per Frame

Each included child can have its own duration. Use longer timing for important poses and shorter timing for in-between vector frames.

Apply For All Frames

Applies compatible movie settings across all children/frames. Use it when every frame should share one timing or transition setup.

Excluded Children

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.

Normal Object Animation

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.

Frame Count

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.

Between frames

Blend, scale, blur, or pixelate the frame change

Transitions decide whether the group jumps from frame to frame or visibly blends between children.

Enable Transition

Turns on tweened frame changes. Keep it off for hard mechanical clicks; turn it on for glow, transformation, hologram, or soft state changes.

Transition Type: Alpha

Fades one frame into the next. This is usually the safest transition for vector signs, lights, status indicators, and interface-like objects.

Transition Type: Scale

Scales the frame during the transition. Use it for popping switches, pulsing icons, pressure plates, or animated machine feedback.

Transition Type: Blur

Uses blur during the change. It works well for energy, speed, portal, or unstable machine effects.

Transition Type: Pixelate

Breaks the frame change into a pixelated look. Use it for digital panels, hacked machines, teleport states, or retro visual effects.

Transition Duration

Sets how long the blend lasts. A short duration feels snappy; a long duration can look like a transformation instead of a simple frame change.

Transition Tween Type

Chooses the easing curve. Linear gives steady timing, while other tween types can make the change start slow, end soft, or feel more mechanical.

Timing Balance

Keep transition duration shorter than the frame duration when each frame must be readable. Use longer transitions when the blend itself is the visual effect.

Gameplay connection

Drive grouped animation with triggers and chips

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 Zone Movie Controls

Trigger zones can enable MovieClip changes when something enters, exits, touches, or satisfies the configured trigger filter.

Enable Movie Clip Change

Allows a trigger zone to change the target group's MovieClip playback. Use this for doors, indicators, warning lights, and animated traps.

Movie Clip Change Type

Chooses what the trigger does to playback, such as starting, stopping, toggling, or otherwise changing the current MovieClip state.

Set Movie Clip Frame

Forces the group to a specific frame. This is useful for switches, progress bars, multi-state panels, locks, doors, and puzzle counters.

Start Loop Frame / End Loop Frame

Changes the loop range so the same group can play only part of its animation after a trigger event.

Chip Outputs

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

Save the animated group into the library

After the group animation is tuned, save it as a reusable object so the same animated vector machine can be placed in other levels.

Save Object

Select the group and use Save Object. The group save keeps child records, offsets, group bounds, and supported group data.

Library Objects

Open Library Objects to place the saved animated group again. This is ideal for reusable effects, animated decorations, multi-state switches, and vector characters.

Cluster Versus Group

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.

Export And Import

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

Recommended MovieClip workflow

Use this checklist when turning vector objects or grouped objects into an animated MovieClip.

1. Draw The Frames

Create each pose as a separate object. For all-vector animation, keep the frame objects as vector or scene objects.

2. Align The Frames

Place each frame around the same center. If needed, use ghosted previous-frame editing later for final tuning.

3. Group The Objects

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.

4. Enable MovieClip Playback

Turn on Play Group As MovieClip. Step through Current Child and decide which children are included in the movie.

5. Tune Timing

Set Movie Frame Duration per child, then use Apply For All Frames only when every frame should share the same timing or transition setup.

6. Add Transitions

Enable transitions if the animation should blend. Choose Alpha, Scale, Blur, or Pixelate based on the visual style.

7. Connect Logic

Use trigger zones or chips when the animation should react to gameplay, change frame, or loop only a specific range.

8. Save The Group

Save the tuned group into the library if it should become a reusable animated object in later levels.