Charios
Docs/Animate it/Apply a clip to your character

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.

Default idle bob. The character animates the moment a clip is applied — no scrubbing required.

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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