SolidlyDocs
Animation

Animation playback

A model that carries animation gets a transport control floating over the bottom of the viewport. Press ⇧H to show or hide it.

The transport

ControlEffect
Clip pickerChooses which clip plays. A Static entry at the top of the list holds the model at its rest pose
Play and pauseSpace toggles playback for every track at once
LoopRepeats the clip when it reaches the end
ResetReturns the clip to its first frame
TimelineScrub through the clip, with the current time and duration alongside
Speed0.5×, 1×, or 2×
MutePresent when the model carries audio. See Spatial audio

Clips and tracks

An animation clip is one named animation in the file. A track is a group of clips that play against a common clock, and a scene may drive several parts independently.

A model with one track gets one row of controls. A model with several gets a row per track, each with its own clip picker, loop toggle, reset, and speed, so that one part can be scrubbed while another plays. Space acts on every track at once.

Playback across models

Each model remembers its own playback state, covering the selected clip, whether it was playing, its loop setting, its speed, its position, and whether audio was muted, so switching between open models and back resumes where you left off.

Settings that affect playback

Settings ▸ General ▸ When a Model Opens sets whether animations play as soon as a model is selected, whether they loop, the speed they start at, and whether the player is visible at launch. Turning Play Animations Automatically off means a model opens on its first frame, paused, which also allows an animated scene to idle at the one-frame-per-second rate rather than redrawing continuously.

Rendering an animated model

Photo Mode captures the frame currently displayed, so scrub to the frame you want before capturing. The command line renderer takes --animation-time in seconds and seeks the active clip to that point before rendering. See Photo Mode and solidly render.

What Solidly reads

FormatAnimation support
glTF and GLBAnimations, including KHR_animation_pointer targets, skinned meshes, and morph target weights
FBXTakes, stacks, and layers, listed in the Resources tab
USDTime-sampled attributes over the stage's authored time range, and UsdSkel skeletal animation
OBJ, STL, PLYNone; these formats store no animation