Enter 2D Animation
Switch to Animate in the left rail when the explanation depends on sequence instead of a single static picture.
- The bottom frame strip manages the timeline.
- The right
Animationtab manages frame time, motion trails, and starting positions. - The top playback bar handles play, pause, scrub, loop, and export access.
Frames and timing
Each frame should represent one stable tactical moment.
- Add a frame to duplicate the previous setup before moving players again.
- Adjust
Frame timein the right panel for the currently selected frame. - Delete frames that do not add new information. Extra frames make playback harder to follow.
Playback, Trails, and Starting Positions
Playback adapts to the frame time you set, so long frames move more slowly and short frames move more quickly.
- Keep related player movements inside the same frame when they belong to the same tactical moment.
- Use
Show Starting Positionwhen ghost silhouettes help explain where movement begins inside the current frame. - Tune
Motion Trail Settingsif you need stronger or lighter path visibility. - If movement starts from the wrong anchor inside a frame, use
Reset to StartorClear Trailon the moved entity.
Export Readiness
Before exporting or presenting, play through the full sequence once and check:
- frame order
- frame time
- starting positions
- trail clutter