Charios
Docs/Animate it/Anim-check: see 9 clips at once

Anim-check: see 9 clips at once

Spot a janky pose on Walk that's fine on Idle. The 5×2 grid plays nine animations side-by-side on the same rig.

You've applied a Walk and it looks great. You apply Run and the right elbow snaps weirdly on frame 18. You apply Jump and the head clips through the chest at the apex.

Anim-check is the fastest way to spot janky frames across many clips at once. Toggle it on and the editor canvas turns into a 5×2 grid of mini-rigs, each playing a different clip in sync. Bad frames jump out instantly because the eight other characters are doing the same thing the broken one isn't.

Opening anim-check

Select clips in the library by clicking the radio button on each card. Then close the library — Anim check turns on automatically when 2+ clips are selected, showing each one in its own grid cell on the same character.

Mocap library with several clips selected via radio buttons in the top-right of each card.
Pick the clips you want side-by-side. Each ticked card becomes a cell in the anim-check grid.
Anim-check grid showing the same character playing several clips simultaneously.
Anim-check view. Bad frames jump out instantly because the other characters are doing the same thing the broken one isn't.

What you see

  • Up to 9 cells (5×2 with the centre cell promoted) playing simultaneously.
  • Each cell shows the same character, the same body shape, the same sprites — just driven by a different mocap clip.
  • Cells are labelled with the clip name in the bottom-left.
  • The skeleton overlay applies to all cells if it's on.

Playback speed

Each cell honours that clip's individual speed setting — so if your Walk is 0.8× and your Run is 1.5×, you'll see exactly the on-screen speed your project will export with.

Performance

Each cell is its own mini-Pixi scene rendering at 60 fps. The retarget pipeline runs once per frame regardless of how many cells are visible — only the per-scene draw call multiplies. Even on a five-year-old laptop, 9 cells renders comfortably.

When to use this

  • Before exporting, to spot any clip that doesn't play cleanly on your specific character — sometimes a clip that looks fine on a standard rig clips on a body shape with a 1.4× height multiplier.
  • After applying body shape changes, to confirm the proportions still read across all your animations.
  • When picking which clips to ship in your engine, if you're constrained on AnimatorController slots and can only pick the four cleanest cycles.

Was this page helpful?