Anim
Try it →Animation UI to fine tune movements in Pose.
Highlights
- Custom hop curves with a slow apex and a fast landing.
- Keyframes encoded as (time, value) samples for framer-motion.
- Rig demos that lerp between named poses, with sit/stand transitions.
Overview
A workbench for tuning the mannequin's motion by hand. Keyframe editing, IK targets, parabolic arc math, and the gravity-feel hop curves that drive Pose's animation.
Why this exists
Claude is good at a lot, but authoring animation from a text description is not one of them. Getting a believable walk or swim by explaining the motion in English takes a lot of back-and-forth, costs a lot of tokens, and still lands wrong.
Anim is the fix: a direct editor for fine-tuning AI-generated animations by hand. Instead of paying tokens to finesse motion in prose, I set the poses myself and tune the timing until it looks right.
How it works
Anim edits a library of named animations as keyframes. Each keyframe is a set of joint rotations at a point in time, and playback interpolates between them on a static mannequin. Poses can be set with sliders, number inputs, or by dragging a gizmo directly on a joint (click-to-pose).
The built-in presets (idle, walk, run, jump, swim) are sampled from the same procedural formulas the live world uses, so the editor and the game stay in sync. The library persists locally, so edits survive a reload.
