A NEW PERSPECTIVE ON MOTIONMade for Roblox Studio

Every frame.
Intentional.

From the first pose to the final cut. Meet Eclipse Animator: a workspace for character animation, camera work and scene building, inside Roblox Studio.

Get Eclipse

Independent product guide. Installation and current pricing on Roblox.

STUDIO / MOTION / CONTROL01 — INTRO
THE ECLIPSE TIMELINEOFFICIAL STORE PREVIEW
The actual tools. In their actual workspace.Explore the tools ↓
01Character animation
02Cinematic control
03Live collaboration
04Blender integration
THE TOOL BEHIND THE FRAME

An idea is more
than a keyframe.

Eclipse Animator is an animation plugin for Roblox Studio, developed by riftkuro and seven. It brings posing, joint controls, animation curves and camera previews into one animation workflow.

Build a combat sequence, a character performance or a short cinematic. Choose the tools the shot needs, then spend your attention on the details that make it work.

CutscenesCombat animationsCharacter performances
Read the developer document
BUILT FOR THE DETAILS

The right feeling.
The tools to find it.

Get beyond the feature names. Explore real store previews, try a timing diagram, then follow the field guide into the actual workflow.

Interactive diagram · not the plugin UITIMING / 01
POSE ASMOOTH TRANSITIONPOSE B

It is not just the pose.

It is how you get there. The Graph Editor lets you adjust keyframe handles and curves to shape acceleration and deceleration. Try the difference in this simplified timing diagram.

See the real tool · 01:06
THE COMPLETE TOOLKIT

Tools that follow
your train of thought.

A guide to the key documented features, organized around the way you work. Search by name or explore a category.

Showing 9 of 30 documented features

GRAPH EDITOR01

Find the right rhythm.

Shape acceleration, deceleration and transitions by adjusting animation curves and keyframe handles.

Watch the chapter
IK / FK02

Pose with intent.

Move a joint chain toward a target with IK, or pose individual joints with FK. Choose the approach that suits the action.

Watch the chapter
UNPARENTED ANIMATION03

Break the usual hierarchy.

Disconnect a limb from its parent’s movement. For example, move the torso without making the legs follow in the usual way.

Watch the chapter
DYNAMIC PARENTER04

Change what follows what.

Control an object’s parent relationship during an animation. Useful for actions such as picking up and releasing a prop.

Watch the chapter
MOTION PATHS05

See the arc.

Display an object’s path across its keyframes to inspect the direction and shape of its movement.

Watch the chapter
ANIMATION LAYERS06

Separate the performance.

Organize animation into layers so different parts of a performance are easier to manage and revise.

Watch the chapter
AUTOMATIC EASING07

Smooth the in-between.

Use automatic easing to improve transitions, then review the timing against the feeling you want the shot to convey.

Watch the chapter
AXIS & PIVOT TOOLS08

Work from the right point.

Move, rotate and adjust bone pivots with axis tools and gizmos, including controls familiar to Blender users.

Watch the chapter
CAMERA PREVIEW09

Keep an eye on the frame.

Preview the camera’s perspective while you animate, rather than guessing from the workspace view.

Watch the chapter
No filler. Every tool has a source.
THE FIELD GUIDE

Not just what it has.
How you actually use it.

Twelve practical breakdowns grounded in the official tutorial. Menu paths, important distinctions and checks worth doing before a shot leaves your workspace.

01KEYFRAMES & CURVESBlock the action. Then shape the timing.

In the plugin

Select the rig or parts you want in the project and choose New Blank Project. Insert a keyframe with V, delete selected keys with X, and scale the spacing of selected keys with J. Double-click a keyframe to inspect its settings.

The next pass

Open the keyframe graphs, select the track you want to edit, then adjust the curve. A good workflow is to establish readable poses first, fix the distance in time between them second, and only then refine easing.

Keep the contexts separate

J is also shown for uniform object scaling in a different selection context. Scaling keyframe timing is not the same as scaling a part. The tutorial and current tool context should take precedence over a memorized key.

Watch the source chapter · 00:24
02RIG HIERARCHY & LAYERSDecide what follows the body — and what does not.

In the plugin

The tutorial uses the target limb’s unparented-keyframe control so that it no longer follows its parent. For Dynamic Parenter, open View → Dynamic Parent Tool, choose a Parent and Child, then use Parent. The example pairs a right arm with a wand.

Layer and pivot controls

Open View → Animation Layers to add a layer. For the pivot workflow, select the limb, use Rig → Edit Pivot, choose the pivot and finish the edit. These are separate tools: a layer organizes animation; a pivot changes the point an element rotates around.

Practical use

For a prop interaction, first establish the hand and prop positions, then inspect the relationship at the handoff. Check neighboring frames for a visible jump. This is an animation-review recommendation, not a promise that the plugin automatically solves every handoff.

Watch the source chapter · 01:24
03CAMERAS & TRACKINGCompose the shot while the action is moving.

Create and inspect

Add a camera from Item → Add Camera. Ctrl + B enters the camera view; L toggles a camera grid in the tutorial. Camera Preview opens a live view while you continue working. The FOV demonstration selects the relevant control and uses R to scale it.

Target versus attachment

For a camera target, add the target keyframe, open its settings, then enable Tracking under Values. To attach the camera to a part, configure the Attach to Part keyframe and choose the part. Looking at a target and being attached to a part are different relationships.

Before polishing

Check a clean camera pass before adding shake or letterboxing. A character can read clearly in the editor and still be cropped or obscured in the final camera view. The tutorial requires a camera before adding letterboxing or camera shake.

Watch the source chapter · 03:06
04SCENE UTILITIESPaths, onion skin and annotation are not the same tool.

Inspect the movement

The utilities walkthrough introduces Rig → Master Control, then Motion Paths for a selected limb. Onion Skin is demonstrated by selecting a target and using B. These views help inspect movement across poses rather than judging one frame in isolation.

Draw and apply a route

Later, the annotation demonstration selects a target limb, draws a route with the mouse and uses Apply Path. This is an active path-creation step, unlike simply displaying the object’s existing Motion Paths.

A naming distinction

The developer document also lists Grease Pencil for drawn faces, effects and other elements. We do not treat a path screenshot as proof of that drawing feature. Each of these tools is described and sourced separately in this guide.

Watch the source chapter · 04:07
05LIVE SESSIONSKnow the difference between Follow and Sync.

Join the same place

The tutorial starts with another person in the same Roblox place. From the live-session control you can start a session, or find an existing one. The other participant joins through Find Live Sessions.

Choose the mode

Follow is demonstrated for spectating another animator. Sync is demonstrated for animating along with that person. They are not interchangeable labels for the same action.

Team practice

Agree on the shot and the part each person is handling before editing. Keep a saved project checkpoint before an important collaborative pass. This guide does not claim automatic conflict resolution, unlimited users, or a particular network requirement; those details should be confirmed with the current release.

Watch the source chapter · 05:29
06ANIMATED SUBTITLESTreat captions as a small piece of scene design.

Create the caption

Use Item → Add Effects → Subtitles, then Add Subtitle. The tutorial separates the caption text from the speaker name and the speaker image. It also shows changing positioning from the simple controls to an advanced mode.

Style and motion

Adjust caption and speaker styles, including font and size. Intro and exit motion are separate choices; the demonstration uses a typewriter entrance. Presets provide ready-made styling, and Replay previews the result.

Readability check

Preview the subtitle against the busiest part of the shot, not only a clean frame. Keep a readable contrast and enough time to read the line. Speaker-image size and caption position are creative settings, not a substitute for checking the final camera composition.

Watch the source chapter · 06:33
07ANIMATION EVENTSThe marker matters. So does what it triggers.

Add an event

Use the plus control in the animation-events area. The tutorial distinguishes Event, VFX, Subtitles, Begin and Sound. VFX entries can emit, enable or disable an effect. Sound plays audio when its event is passed.

Code is a separate responsibility

Begin is described as running code when the event is passed. A normal Event is described for use in a game. This guide does not invent callback signatures, code APIs, permission rules or supported export formats that the tutorial does not specify.

Verify the delivered result

A preview working in the editor is not enough evidence for every in-game runtime. Export a small test, check how the intended event behaves in the actual project, and use only code and assets you trust.

Watch the source chapter · 08:51
08IMAGE & VIDEO REFERENCESThere are two reference workflows, not one mystery window.

Inside the plugin

For a still reference, open View → Image Previewer and load an image. The tutorial treats this separately from video playback.

In the companion app

For video, install Eclipse Video, open a local video and pin it, then synchronize it with your animation. The developer repository provides a Windows installer and separate macOS Apple-silicon and Intel downloads. Check its latest release rather than downloading a similarly named file from elsewhere.

Set the right expectation

Eclipse Video is a companion application, not a claim that Roblox Studio natively decodes every possible video file. The repository is the authority for current packaging and platform details. No codec list or minimum hardware requirement is assumed here.

Watch the source chapter · 09:28
09BLENDER ARMATURESFollow the bridge in the right order.

Install the companion

The tutorial extracts the companion download, then uses Blender’s Edit → Preferences → Add-ons → Install from Disk flow and enables the add-on. Blender versions may change these interface labels, so also read the current repository instructions.

Move the armature

The example exports an armature from Blender. Back in Roblox Studio, it uses Rig → Add Armature → Import JSON and selects the exported armature. This is a demonstrated armature workflow, not a guarantee that any arbitrary Blender scene imports unchanged.

Check before production

Test one small rig and one short action before moving a large project across. Compare the rest pose, joint motion and final camera result. The Creator Store describes animation exchange in both directions, but rig-import steps should not be confused with every possible animation-export path.

Watch the source chapter · 10:12
10DYNAMICS, RAGDOLLS & PHYSICSSimulate first. Bake the result you want to keep.

Bone dynamics

Open Rig → Bone Dynamics, configure the relevant entries, run Simulate, then Bake. The tutorial presents baking as a separate action after the previewed simulation.

Ragdolls and objects

For ragdolls, use Rig → Physics → Ragdoll, select a rig, Add Selected, Simulate, then bake. For object physics, the example uses Rig → Physics → Objects, selects the part, adds it, simulates and then bakes keys.

Why the order matters

Simulation produces a result to inspect; baking records the accepted motion as keys in this workflow. Review the timing and contact before committing it. This guide does not promise deterministic simulations, a particular solver, or automatic cleanup of every collision.

Watch the source chapter · 11:42
11LIBRARY, FOLDERS & PROJECT FILESKeep reusable material separate from the current delivery.

Build the project

The tutorial adds an object by selecting it in Explorer and choosing Add Object. It separately demonstrates looping, live recording, docking the plugin, saving the project, exporting the animation and closing the project.

Reuse and organize

The Library chapter shows saving poses, animations, faces and sounds. Item → Add Folder creates a folder you can populate with drag and drop. A library entry and a folder serve different organizational purposes.

Save is not export

Keep an editable saved project as well as the output needed by the game. Save Project and Export Animation are separate controls. The existence of a Module Exporter in the product description does not make every export identical to a module export.

Watch the source chapter · 02:23
12CAMERA AND SCREEN EFFECTSPolish the image after the movement reads.

The demonstrated controls

The tutorial adds Vignette through Item → Add Effects, then Add to Timeline. It introduces Letterbox after creating a camera and shows the result in that camera view. Camera Shake also requires a camera in the walkthrough. Screen Cover is another separate effect.

Shape the shot deliberately

A vignette guides attention; letterboxing changes the visible composition; shake changes how the shot feels. Start restrained and evaluate each in the actual camera preview rather than stacking effects to disguise unclear animation.

A preview is not a benchmark

The developer document lists more than 20 camera effects, but it does not provide performance measurements for a specific scene. The website’s lightweight design is not a claim about the plugin’s RAM use or rendering cost.

Watch the source chapter · 07:53
SEE IT IN MOTION

Less guessing.
More watching.

The official tutorial and selected community previews. No background playback. Videos load only when you choose to watch.

First project to final export.

Official tutorial · just7

START HERE

A closer look at the tools.

Community showcase · Ap3x
Early footage; the current UI may differ.

Before the release.

Community preview · Snovaporated
A look at the project’s development, not current pricing.

Videos load only with your permission. The two images below are official Roblox store previews, not automatic YouTube frame thumbnails. Their full available public preview resolution is preserved.

LESS HUNTING. MORE ANIMATING.

Know your next move.

Context-specific controls shown in the tutorial. Select the right tool or target first; the same key can do different things in different contexts.

Split-keyframe and reset-transform shortcuts are intentionally omitted here because the available chapter labels and transcript conflict. Follow the current UI for those commands.

THE TUTORIAL, WITHOUT THE HUNT

Go straight to the tool.

Search 64 indexed chapters from the official tutorial. Each opens at the relevant timestamp, with the same opt-in video loading.

64 chapters

Titles and timestamps are sourced from the official video. Video covers and player availability are controlled by YouTube.

FROM ZERO TO FIRST FRAME

Your first shot
starts here.

You will need Roblox Studio on a supported computer. This website is mobile-friendly; the plugin itself is not a mobile animation app.

Open the complete tutorial
  1. Get the original plugin.

    Visit Eclipse Animator on the Roblox Creator Store. Check that the creator is riftkuro, and review the current price and availability. Avoid unofficial downloads.

    Open Roblox Creator Store
  2. Set up a rig and a project.

    Open Roblox Studio, prepare a rig, then open Eclipse and create a project. Start with two poses and adjust the time between them.

    Getting started · 00:11
  3. Refine the timing and the frame.

    Review the animation curves, then check the camera’s view. Add complexity gradually, after the core movement reads clearly.

    Keyframe graphs · 01:06
  4. Export. Test. Refine.

    Follow the tutorial’s export chapter. If you need Blender exchange or video reference support, use the developer’s companion repositories and their setup instructions.

    Export animation · 02:57
PUT THE TOOLS TOGETHER

Three shots to start with.

Suggested practice sequences, not built-in presets. Each combines tools described in the official walkthrough.

SHOT STUDY / 01

A prop handoff

Block the hand and object first. Review the parent/child relationship with Dynamic Parenter. Inspect the frames around contact, then use the graph editor to refine the release.

Watch Dynamic Parenter ↗
SHOT STUDY / 02

A tracked close-up

Create the camera, enable the target’s Tracking setting and check the shot through Camera Preview. Only then add the subtitle and a restrained camera effect.

Watch Camera target ↗
SHOT STUDY / 03

A physics-assisted impact

Animate the setup, add the relevant object through Rig → Physics → Objects, simulate the result and inspect it. Bake the accepted keys before refining the final timing.

Watch Object physics ↗
GOOD QUESTIONS

Before you
press play.

Straight answers. No invented benchmarks, compatibility claims or outdated price promises.

What exactly is Eclipse Animator?

It is an animation plugin inside Roblox Studio, not a standalone application. The developer document and Creator Store describe joint controls, keyframes, cameras, effects, collaboration and other animation tools.

Is Eclipse Animator free?

Availability and promotions can change. Check the Creator Store for the current price. The developer FAQ says users who obtain it during the free period keep it, but that does not confirm a free offer is active now.

Can I use it on my phone?

You can browse this site and watch tutorials on your phone. Eclipse itself runs inside Roblox Studio, which you need to use on a supported computer. This website does not run the plugin or create Roblox animations.

Does it work with Blender?

The developer document lists Blender armature import; the Creator Store describes animation exchange in both directions. See the developer’s Eclipse Blender companion for current version requirements and setup.

Can I animate with other people?

Live Collaboration is listed in the Creator Store. The official tutorial also includes a Live Sessions chapter at 05:29. Check the tutorial and developer community for session setup and current requirements.

Will it replace learning animation?

The tools help you execute a shot. Timing, posing, arcs and readability are still creative decisions. Start with a short, clear action, then add cameras and effects once the movement works.

Are these real plugin screenshots?

The two gallery images and the Eclipse Video image are official product previews linked from the Roblox Creator Store. They are not video-frame thumbnails. We preserve the available public preview resolution, without inventing missing detail. Video covers remain credited YouTube artwork. The curve and joint-chain diagrams are educational, and the opening background is decorative artwork, not plugin UI.

Is this official? What about privacy?

No. This is an independent guide, not affiliated with Roblox or the Eclipse team. There are no accounts, analytics or data-collection forms. Only your motion preference is stored locally. Loading YouTube is optional and may connect to third-party services.

MAKE THE NEXT FRAME YOURS

You have the idea.
Give it motion.

The original Eclipse Animator, by riftkuro. On Roblox Creator Store.

Get Eclipse Animator