Request Demo

Animation planning

The animation system, before the first keyframe

Requirements say what the game needs: an idle, a turn-in-place, the three parts of a heavy attack, how a hit interrupts a run. AnimSync keeps them as one connected plan the whole team can read.

Animation sets, shared

Characters do not own planning; animation sets do. A humanoid locomotion set can serve every character on the same skeleton, and each character lists the sets it uses in order. Change the set once and every character that uses it sees the change.

Project page listing characters, shared animation sets, assets, skeletons and skeletal meshes
Characters and their animation sets

A requirement says exactly what is needed

State and priority

Draft, ready, in production, on hold, cut or done; Urgent to Low; an assignee and a due date.

Frames and flags

Target frame count, looping and root motion, written down before anyone animates.

Composition

A move made of parts, such as Start, Active and Recovery, each its own requirement.

Core poses

Shared poses linked as start, end, key or reference, so transitions line up.

Placeholder review

Notes on a requirement's own timeline before any asset exists (the preview figure is simulated).

History

Every change is recorded. Archive and restore instead of delete.

Relationship graph with sequence, transition and interrupt edges between requirements
Sequence, transition and interrupt edges

Relationships you can trust

Connect requirements with sequence, transition and interrupt edges carrying priority, blend time, condition and notes. Rules are checked as you draw: sequences stay inside a set and never loop, transitions and interrupts may cross sets.

Drop a connection on empty canvas to create the next requirement right there. Undo, redo, copy, paste and duplicate work across the graph.

From plan to delivery

When assets arrive, they fulfil requirements, and the plan shows what is missing, in review or approved.