Animations #
What is an Animation? #
An animation is a defined movement of a 3D object in the virtual environment. Animations are a generic resource (not tied to a single object) and can be used on multiple objects and at multiple times throughout the experience.
For example, a bounce animation can be created that will cause the object (such as a helper arrow) to bounce up and down. This animation can then be applied to the arrow and played at any time through the Play Animation action.
Any animation can be applied to multiple objects simultaneously.
Note: These animations are separate from, and independent of, animations that are a part of GLB models. GLB animations are built into the 3D model and are limited to that specific model. They are not included as part of the iQ3Connect Resources. GLB animations can be played as part of the GLB Animation action.
How to Create Animations? #
Animations can be created directly from the Resources > Animations. Click the Create Animation button to start the creation process.
Animations are built using key frames, an explicit definition of where the object is at a given point of time. The object will appropriately animate between keyframes.
Animations are always relative to the Model coordinate system, meaning the animation will look as intended regardless of where the model is positioned or how it is oriented in the 3D space.
Properties #
Animation Name
Name of the animation
Starting Position
The position and orientation of the object at the start of the animation.
Note: when x = 0 , y = 0, z = 0 and no rotation is defined, this refers to the object’s existing position and orientation before the start of the animation. If this definition is used for the Starting Position, then the object will start the animation at its current position and orientation.
Anchor Point #1 – used to lock the virtual scene to the physical environment.
Position 1
The position and orientation of the object at the defined time in the animation.
Note: when x = 0 , y = 0, z = 0 and no rotation is defined, this refers to the object’s existing position and orientation before the start of the animation. If this definition is used for any Position after the Starting Position, then the object will return to its pre-animation position and orientation at this keyframe.
Define Rotation
Define a rotation of the object based on a normal vector (x, y, z) and an angle. Note that only positive values are allowed for the angle. To change the direction of rotation, flip the normal vector.
Custom Pivot Point
Define the point (x, y, z) around which the object will rotate. Note that only one pivot point can be defined in an animation.
Position X
The Add Position button can be used to add additional keyframe definitions to the animation



