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Animating objects

Give an object a looping motion — bob, spin, pulse, or sway — that plays for visitors without disturbing where you placed it.

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Any object can move on a loop. Select it, open Properties ▸ Animation, and pick a Motion. The control appears on geometry, 3D text, groups, and cables — the same object types that take tap actions.

MotionWhat it doesGood for
NoneThe default — the object sits still.Everything you haven't singled out.
Bob up and downFloats up, then back down.Pickups, hovering signs, a product on a plinth.
SpinTurns a full revolution around its upright axis.Turntable product shots, logos, coins, trophies.
PulseSwells slightly larger and back.Buttons, beacons, anything asking to be tapped.
SwayRocks side to side.Hanging lamps, foliage, a boat, a sign in the wind.

Shaping the motion

  • Amount — how big the motion is, as a multiplier on the preset's natural size. 1 is the default; 2 is twice as far, 0.5 half.
  • Duration (s) — how long one full cycle takes. Longer is calmer.
  • LoopLoop repeats forever, Back and forth plays the motion then reverses it, Once runs a single cycle and stops.
  • Delay (s) — hold still for this long before the first cycle. Staggering the delay across several copies stops a row of animated objects looking mechanically in sync.
Motion is an offset, so it always comes home An animation moves the object relative to where you placed it — it never overwrites the position, rotation, or scale in the Inspector. So the gizmo keeps working while it plays, duplicating an animated object carries the motion to the new spot, and the object's resting pose is what the outliner, alignment tools, and the publish screenshot all see.

Previewing it

Animation is off in the editor viewport by default, so precise editing never fights a moving mesh. Tick Play in the editor viewport to watch it — that's a per-session preference, not part of the scene, so toggling it doesn't dirty the scene or enter undo history. The preview and the published scene always play it. Editing an object's shape in component mode freezes playback too.

Visitors who ask for less motion get a still scene Anyone browsing with reduced motion turned on sees animated objects held at their resting pose — see accessibility. Motion is also frozen while the fullscreen Inspect viewer is open, and for the publish screenshot, so your social card is never captured mid-wobble.

Beyond the presets

The presets are the whole authoring surface here — deliberately, since a keyframe grid is a lot of UI for four kinds of motion. For anything more specific, ask the AI assistant or Claude over MCP: they can write arbitrary keyframes on the position, rotation, and scale of a node (up to 16 keys each). A scene carrying hand-authored keys shows as Custom in the Motion menu, and the Duration / Loop / Delay fields still apply without clobbering those keys.

Animate a few focal objects, not everything A moving object can't be instanced into a shared batch, and any animation at all means the device never gets to coast on an idle frame — which phones feel as battery and heat. Scene weight prices this with a flat charge for the first animated object plus a small amount per object after it, so a dozen is nothing and a hundred is a real cost.
Spotted something off, or want a topic covered? Email buck.rackley@gmail.com.