Find the right rhythm.
Shape acceleration, deceleration and transitions by adjusting animation curves and keyframe handles.
Watch the chapterFrom the first pose to the final cut. Meet Eclipse Animator: a workspace for character animation, camera work and scene building, inside Roblox Studio.
Independent product guide. Installation and current pricing on Roblox.

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.
Get beyond the feature names. Explore real store previews, try a timing diagram, then follow the field guide into the actual workflow.
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 · 01:06With IK, a joint chain responds to a target. With FK, you build the pose joint by joint. Eclipse provides controls for choosing between these approaches as the action demands.
Watch the joint controls · 01:33The official gallery shows the Eclipse Video companion, not an unrelated anime clip. In the tutorial, you open a local video in the companion app and pin it, then synchronize it with your animation. Image references use View → Image Previewer inside the plugin.
Watch Video Previewer · 09:38A scene can involve the character, camera, timeline and supporting panels at once. This official preview shows those tools together. The tutorial separately covers camera targets, attaching a camera to a part, live preview and field-of-view changes.
Explore the camera workflow · 03:06A 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
Shape acceleration, deceleration and transitions by adjusting animation curves and keyframe handles.
Watch the chapterMove a joint chain toward a target with IK, or pose individual joints with FK. Choose the approach that suits the action.
Watch the chapterDisconnect a limb from its parent’s movement. For example, move the torso without making the legs follow in the usual way.
Watch the chapterControl an object’s parent relationship during an animation. Useful for actions such as picking up and releasing a prop.
Watch the chapterDisplay an object’s path across its keyframes to inspect the direction and shape of its movement.
Watch the chapterOrganize animation into layers so different parts of a performance are easier to manage and revise.
Watch the chapterUse automatic easing to improve transitions, then review the timing against the feeling you want the shot to convey.
Watch the chapterMove, rotate and adjust bone pivots with axis tools and gizmos, including controls familiar to Blender users.
Watch the chapterPreview the camera’s perspective while you animate, rather than guessing from the workspace view.
Watch the chapterThe developer document lists over 20 camera effects, including lens flares, color correction and animated letterboxing.
Watch the chapterAdd animated subtitles to bring character dialogue into the visual rhythm of a sequence.
Watch the chapterPreview visual effects during an animation, including checking how an effect looks at a paused moment.
Watch the chapterDraw faces, effects and other elements using the Grease Pencil tool described in the developer document.
Read the sourceWork on animation with other people through the plugin’s live collaboration tools.
Watch the chapterUse image and video references as you build a performance. The Eclipse Video companion supports the video workflow.
Watch the chapterA library for poses, animations, faces and other reusable resources helps organize material you return to.
Watch the chapterThe Creator Store lists customization, presets and GIF backgrounds, so the workspace can reflect your preferences.
Read the sourceImport Blender armatures through the companion workflow explained in the tutorial. Check current version requirements first.
Watch the chapterThe Creator Store describes animation exchange in both directions between Blender and Eclipse.
Read the sourceConvert animations and cutscenes into reusable, scriptable modules for your Roblox project.
Read the sourceUse the plugin’s physics tools when a simulated result suits the shot. Review and refine the output for your scene.
Watch the chapterThe official tutorial includes dedicated chapters for bone dynamics, ragdolls and physics.
Watch the chapterSelect a target and use Onion Skin to inspect neighboring poses. The tutorial demonstrates the B shortcut in this selection context.
Watch the chapterThe scene-utilities walkthrough adds a master control from Rig → Master Control before moving on to motion paths.
Watch the chapterThe camera-target keyframe exposes a Tracking setting under Values. Enable it in the target workflow shown in the tutorial.
Watch the chapterChoose a part in the camera’s Attach to Part keyframe settings. Attachment and camera targeting are separate controls.
Watch the chapterUse Item → Add Folder, then drag project items into the folder. This is organizational, not a different export format.
Watch the chapterThe tutorial selects a target limb, draws a path with the annotation tool, then uses Apply Path. This is distinct from merely viewing Motion Paths.
Watch the chapterThe tutorial introduces Event, VFX, Subtitles, Begin and Sound entries. Check export/runtime behavior before depending on an event in a game.
Watch the chapterSave Project, Dock Eclipse, Export Animation and Close Animation are separate actions in the main workflow.
Watch the chapterNo matching tools. Try another term or choose “All tools”.
Twelve practical breakdowns grounded in the official tutorial. Menu paths, important distinctions and checks worth doing before a shot leaves your workspace.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
For a still reference, open View → Image Previewer and load an image. The tutorial treats this separately from video playback.
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.
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.
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.
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.
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.
Open Rig → Bone Dynamics, configure the relevant entries, run Simulate, then Bake. The tutorial presents baking as a separate action after the previewed simulation.
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.
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.
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.
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.
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.
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.
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.
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.
The official tutorial and selected community previews. No background playback. Videos load only when you choose to watch.
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.
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.
Search 64 indexed chapters from the official tutorial. Each opens at the relevant timestamp, with the same opt-in video loading.
No chapter matches. Try a tool name such as camera, library or Blender.
Titles and timestamps are sourced from the official video. Video covers and player availability are controlled by YouTube.
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 tutorialVisit 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 StoreOpen Roblox Studio, prepare a rig, then open Eclipse and create a project. Start with two poses and adjust the time between them.
Getting started · 00:11Review the animation curves, then check the camera’s view. Add complexity gradually, after the core movement reads clearly.
Keyframe graphs · 01:06Follow 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 · 02:57Suggested practice sequences, not built-in presets. Each combines tools described in the official walkthrough.
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 ↗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 ↗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 ↗Straight answers. No invented benchmarks, compatibility claims or outdated price promises.
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.
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.
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.
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.
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.
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.
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.
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.
The original Eclipse Animator, by riftkuro. On Roblox Creator Store.