2D Animation Editor

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 Animation tab 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 time in 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 Position when ghost silhouettes help explain where movement begins inside the current frame.
  • Tune Motion Trail Settings if you need stronger or lighter path visibility.
  • If movement starts from the wrong anchor inside a frame, use Reset to Start or Clear Trail on 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
2D Animation Editor | TacticSlate