Apply a clip to your character
Click once to preview, double-click to apply. Slow it down or speed it up per clip; the choice is saved with the project.
Once you double-click a clip in the library, it becomes the active animation. The clip name appears in the Animation slot of the right rail, and the preview canvas plays the loop continuously.
Playback speed
Each animation has a speed slider next to its name. Default is 1.0×. Range is roughly 0.25× (very slow, useful for verifying the rig hits the right pose every frame) to 2.5× (fast — for fight scenes that need urgency).
Speed is per-clip and persists with your project. Slowing down Walk doesn't slow down your other animations.
Looping
Every clip loops by default. The loop seam is invisible — Charios duplicates the t = 0 frame at t = duration so wraps don't jitter. If you're seeing a snap at the loop point, the source clip is the issue, not Charios; pick a different cycle.
What the preview canvas shows
The right canvas plays the active mocap clip on your character — body shape applied, all sprites attached to the rig, the skeleton overlay if you've toggled it on. The left canvas always shows the rest pose so you can edit layers without the animation getting in your way.
Switching clips
Open the library again and double-click a different clip. The right canvas swaps mid-frame; no fade, no transition. (For state-machine-style transitions, see Test-run.)
Removing the clip
Click the X next to the clip name in the Animation slot. Your character returns to a default idle bob — the synthetic placeholder used when no mocap is applied.
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