TUTORIAL 01 · FIRST MOTION

Eclipse Animator beginner tutorial: your first animation

This Eclipse Animator beginner tutorial takes you from one rig to a short two-pose animation. Use the creator’s chapters for the interface and our practice plan to check what you made.

Evidence: creator sources reviewed. Full hands-on plugin testing is not completed. How to read our evidence →

Watch the creator’s explanation

just7 · Eclipse — Official Tutorial · Rig setup and the first project at 0:11. This is the creator’s video, accompanying our independent written guide.

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Eclipse Animator beginner tutorial: choose a small result

Aim for one clear action: a character raises an arm, pauses, then lowers it. You do not need a scene, camera move, companion application or finished game to learn whether you can record a pose and change its timing. Keep your first project small enough to identify which object and keyframe produced each visible change.

The official Eclipse Animator listing identifies the plugin by @riftkuro, asset 86116556258301. If it is not installed yet, use the official-link checker and installation guide first. This page starts after acquisition; it does not supply a plugin download.

This is a source-based learning exercise. The chapters below come from just7’s official Eclipse tutorial. The frame plan and review checklist are our suggested practice, not a claim of hands-on testing or a guarantee that every rig behaves alike.

1. Start with one rig and a separate practice file

Open Roblox Studio on a supported desktop computer and save a copy of the place you will use. Choose a rig whose joints you already understand rather than beginning with a valuable imported character. Follow the creator’s rig setup at 0:11, then opening Eclipse and a new project at 0:24.

Before moving anything, identify three items in your own session: the rig, the part you intend to pose, and the timeline position. Those are separate choices. Moving the whole rig when you meant to pose an arm produces a different result, even if the movement looks plausible in one still frame.

Roblox’s Animation Editor documentation explains the general relationship between poses and keyframes. Its built-in editor controls are not Eclipse controls, so follow the Eclipse video when choosing a plugin action. Do not substitute the built-in editor’s shortcuts merely because both editors work with rigs.

2. Plan poses before adding keyframes

For this exercise, choose 30 FPS only if your actual project uses that frame rate. The following numbers are a planning example, not an Eclipse default:

Frame position Time at 30 FPS Intended pose
0 0 seconds Arm in its resting position
15 0.5 seconds Arm raised
30 1 second Arm still raised
45 1.5 seconds Arm returned to its resting position

Frame 0 to frame 15 contains 15 frame intervals. Including both endpoint poses does not turn that duration into 16 intervals. Use the animation timing calculator for a different FPS or duration, and keep the project rate and calculator rate consistent.

Start with the first two poses if four feels confusing. The pause and return are optional extensions after you can see a change between the resting and raised positions. Write the intended poses down before editing so that the exercise has a visible target.

3. Record the first pose, then change time

Watch the creator’s keyframe insertion chapter at 0:29. Its description labels V for insertion. Confirm the selection and editor context shown in the chapter before using that key. Our controls reference keeps timeline actions separate from object and camera actions.

Record the starting state at the beginning of your planned range. Move to the later frame position, pose the intended limb, then record that state using the demonstrated workflow. Scrub back to the start and forward to the second pose. You should be able to identify two different states at two different times before adding more detail.

If both endpoints show the same pose, stop and check what was selected when each state was recorded. If only the final pose exists, inspect the starting keyframe rather than adding random intermediate keys. If another body part moves, compare its track and selection with the part you meant to edit. These are diagnostic questions; the current plugin interface and tutorial determine the exact correction.

4. Preview the movement and add the pause

Preview the short range through the editor’s visible playback controls. Watch the arm and the rest of the rig separately. Ask whether the arm reaches its second pose at the intended time, and whether an unrelated body part changes unexpectedly.

To extend the practice plan, record the raised pose at the later pause endpoint, then the resting pose at the return endpoint. Use the table as your intended result and confirm each position by scrubbing. Identical poses at the pause endpoints are meant to describe a hold; inspect the motion between them instead of assuming two matching endpoints automatically guarantee a perfectly still interval in every setup.

Check the return at normal playback speed as well as by scrubbing. A motion can have correct endpoints but an awkward transition. Fix the basic pose or timing first. Use the graph editor tutorial only after the motion itself is readable; adding curve adjustments before you understand the keyframes makes cause and effect harder to follow.

5. Save the editable work before testing export

The creator separates saving at 2:53 from exporting at 2:57. Treat those as different tasks. A saved editing project lets you return to the poses and timing; an output must also work in the destination for which you exported it.

Save a practice version and use the current project-opening workflow to check that you can return to the animation. Confirm the rig, frame positions and endpoint poses again. Keep the original place and any previous working version until this check succeeds.

If you want to use the result in an experience, continue to the export guide. Do not judge export success solely by a reassuring dialog: inspect the intended animation or scene in its destination. This beginner exercise does not establish ownership, permissions or compatibility for a production asset.

First-animation checks before the next lesson

  • Identity: the installed plugin is the original store asset, not another upload with the same title.
  • Selection: the intended limb changes while unrelated objects remain understandable.
  • Timing: the start, raised pose, hold and return occur at your planned positions and FPS.
  • Playback: the motion is readable at normal speed, not only as isolated poses.
  • Recovery: the saved project reopens with the same important states.

If one check fails, record the first failing step, operating system, installed plugin version, rig type and the smallest reproduction you can make. Share a copied practice file only if you have permission to share its assets. The FAQ explains the limits of our compatibility evidence.

Where to go after this Eclipse Animator beginner tutorial

Use inverse kinematics when you want to investigate posing a connected limb. Use the graph editor to compare the transition between established poses, and animation layers to plan a separate motion contribution. The tutorial directory keeps these lessons in a practical order. Change one part of the workflow at a time so you can tell which adjustment helped.