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Animation & Playback

Playing the timeline, how movement interpolates between keyframes, path arrows, and the visual windows.

Playing Your Scenario

  • Press the play button (bottom-left of the timeline) or Space to play from the playhead.
  • Press it again or Space to pause.
  • When playback reaches the end of the timeline it stops.
  • Scrubbing the ruler, dragging a key, or editing anything pauses playback automatically.

How Movement Interpolates

Between two movement keys, an item moves along a path defined by the segment between them:

  • Straight — a direct line.
  • Curve Left / Right — sideways bend; the bend slider (0–1) sets the amount.
  • Arch (ball) — vertical lift; arch height (0–10) and arch peak (0–1).

Every transition also has a Height slider (0–10 m, in 10 cm steps). Height is where the item arrives at the end of the transition — and it sticks: the next transition starts from that same height. Keep it at 0 for normal ground movement; raise it for headers, volleys or a keeper catching a cross. Combine it with Arch to fly up (or down) and land at a different height than you started.

The motion is always smooth — the app uses a sine easing curve, so items accelerate out of a key and decelerate into the next one naturally. No easing options are needed.

Players automatically face the direction of travel as they move. Attached items (ball, zones) follow their target and inherit the target's motion.

Path Arrows (Graphic Track)

The glowing tube arrows show planned movement paths. An arrow is drawn for a window of time when the item's Graphic track is ON:

  1. Select the item, place the playhead where the arrow should start, click Key Graphic (ON).
  2. Move the playhead to where the arrow should end, click Key Graphic again (OFF).
  3. The arrow shows between the two keys and follows the exact interpolated path (curves included).
  4. Click the coloured bar between the keys to change that window's arrow colour — or reset to the item default (home blue, away red, ball gold, cone amber, target red, zone purple).

Player Animations (Action Track)

Players can perform one-shot animations when the playhead crosses an Action key:

  1. Select the player, move the playhead to the moment of the action.
  2. Click Key Action and choose an animation — Wave L/R, Kick L/R, Header L/R, Shout, T-pose, Walk, Jog, Run, Stand, and more.
  3. The player performs it once at that second (blended smoothly over their base movement), then carries on.

Ball Attach / Release During Playback

  • While attached, the ball rides just in front of the player (dribbling).
  • At a detach key, the ball is released from the player's current position and continues along its own movement path.
  • Attach keys can also be placed in the middle of a move — the ball snaps to the new carrier seamlessly.

Zone Behaviour During Playback

  • Movement keys slide the whole zone by its centre.
  • Visual windows morph the zone's shape / radius / colour when the playhead crosses a visual key.
  • Vertex links (dynamic zones) deform the zone live to follow players and the ball.
  • An attached zone follows its target player or the ball.