The Ball

Placing the ball, its Movement and Attachment tracks, dribbling with a player, and releasing it.

Placing the Ball

  1. Click Add Item in the top toolbar and choose Ball.
  2. Click on the pitch where the ball should start.
  3. Click the ball to select it — a gold ring appears under it.

The ball rolls realistically as it moves — no manual spinning needed.

The Ball's Track

The ball has its own track (Ball 01) with these lanes:

  • Movement — position keys, exactly like players. Between keys the ball travels along its path (straight, curve, or with an arch for lofted passes).
  • Attachment — makes the ball follow a player.
  • Graphic — the ball's movement arrow on/off (gold by default).

Attaching the Ball to a Player

An attached ball "dribbles" with a player: it stays just in front of the player, following every move.

  1. Select the ball.
  2. Click Key Attachment on its track (or the Attach button in the item menu).
  3. The prompt says "Select a player to attach the ball to" — click the player on the pitch.
  4. An attach key is recorded at the playhead second. From that second on, the ball follows the player.

Releasing the Ball

  1. Move the playhead to the second where the pass happens.
  2. Click Key Attachment again, then choose Detach (or use Detach in the item menu).
  3. A detach key (none) is recorded — from that second the ball is free, starting from the player's release point.
  4. Key its next position (e.g. to a team-mate) and watch the pass play out.

Passes Are Animated — No Teleporting

When the ball changes carrier (attach player A → attach player B) or is released (attach → detach), it glides from the old carrier to the new destination instead of instantly appearing there:

  • Attach → attach: the ball leaves the first player's foot at the new attach key's time and glides to the next player over about 1 second (or until the next attachment key, whichever comes first).
  • Attach → detach: the ball glides from the release point to the next keyed position along its movement path — so a pass with a keyed landing animates fully.
  • If you place a ball position key at the exact detach second, that spot is the release point (the ball starts its flight from there).
  • Space your attach keys ~1s apart to see the pass flight clearly.

Making a Lofted Pass (Arch)

  1. Key the ball's start position (A).
  2. Move the playhead forward, key the landing position (B).
  3. Click the segment between the two keys.
  4. Set Arch on, then raise arch height (0–10) — the ball lifts off the ground mid-flight — and adjust arch peak (0–1) to decide where along the path the peak happens.

Arrival Height (Headers, Volleys, Crosses)

The Height slider sets how high the ball is when it arrives at the end of a transition (0–10 m, 10 cm steps). 0 = ground. It also chains: the next transition starts from whatever height this one ended at, so a keeper can catch a cross at 2 m and then throw from that height.

  1. Key the ball where the flight starts, then key where it lands.
  2. Open the segment and set Height — e.g. 2 m for a headed ball arriving at a striker's head.
  3. Add Arch to make it fly up and come down onto that height, and Arch Peak to place where the highest point happens.

Ball Colour & Copy

  • With the ball selected you can change its colour from the item menu (default white).
  • Copy / Paste works like players — copy the ball, paste its parameters onto another ball (previous / current / next keys). The app blocks pasting ball data onto players or zones.
Tip: A common pattern: attach the ball to a dribbler, detach at the pass second, then arch it to a striker. The ball's transition from "following" to "free" is automatic at the detach key.