What custom animations are and why you'd use them
Custom animations in TPRR OC Creator are movements, effects, or transitions you design yourself rather than using the built-in preset options. Instead of choosing from a library of standard animations, you build one from scratch by setting keyframes — specific points in time where your character or object changes position, size, rotation, or appearance.
Most people use custom animations when the preset library doesn't match what they want. You might need a character to move in an unusual path, rotate at a specific speed, or change colors in a way the presets don't offer. Custom animations let you control exactly when each change happens and how fast it occurs.
The trade-off is that building a custom animation takes longer than clicking a preset. But once you understand the basic steps, you can create animations that match your character design exactly.
Key Takeaways
- Custom animations are built by setting keyframes at different points in your timeline, telling the software where your object should be at each moment.
- You access the animation panel through the main menu or by right-clicking on the object you want to animate.
- Each keyframe records the current state of your object — position, size, rotation, color — so the software can calculate the movement between frames.
- Playback speed and easing (how the animation accelerates or slows) are controlled separately from the keyframes themselves.
Opening the animation panel and selecting your object
Before you can add any animation, you need to tell TPRR OC Creator which object you want to animate. Click the object on your canvas — a character, prop, background element, or text. You'll see it highlighted with selection handles around it.
Now open the animation panel. In most versions of TPRR OC Creator, this is in the right sidebar under a tab labeled "Animation" or "Timeline". If you don't see it, go to the top menu, find "View" or "Windows", and look for "Animation Panel" or "Timeline". Click it to open the panel if it's hidden.
Once the panel is open, you should see a horizontal timeline with a playhead — a vertical line that shows where you are in the animation. If the timeline is empty, that's normal. You're about to fill it.
Setting your first keyframe at the starting position
The first keyframe records where your object is right now. Move the playhead to the very beginning of the timeline — usually frame 0 or time 0:00. You can click and drag the playhead to move it, or click directly on the "0" label.
With the playhead at the start and your object in the position where you want the animation to begin, right-click on the object and select "Add Keyframe" or "Insert Keyframe". Some versions have a button in the animation panel itself — look for a diamond icon or a plus sign labeled "Add Keyframe".
You'll see a small diamond or marker appear on the timeline at that frame number. This is your first keyframe. It tells the software: "At this moment in time, the object is exactly here."
Moving to the next point in time and creating the second keyframe
Now move your playhead forward in the timeline. If you want the animation to take two seconds, and the timeline is measured in frames at 30 frames per second, you'd move the playhead to frame 60. Click on the timeline where you want the next keyframe to be, or use the number field to type in the exact frame or time.
With the playhead at the new position, physically move your object on the canvas to where you want it to be at this point in time. Drag it to a new location, resize it, rotate it, or change its color — whatever change you want to happen between the first keyframe and this one.
Now add another keyframe at this new position. Right-click the object again and select "Add Keyframe", or click the keyframe button in the animation panel. You'll see a second diamond appear on the timeline.
The software now knows: "At frame 0, the object is here. At frame 60, it's there." It automatically calculates all the frames in between, creating smooth motion from one point to the other.
Adding more keyframes to create complex movement
You can repeat this process as many times as you need. Move the playhead to frame 90, adjust your object again, and add a third keyframe. Move to frame 120, make another change, add a fourth keyframe. Each keyframe is a snapshot of your object's state at that moment.
This is how you create a path. If you add keyframes at positions that form a curve, your object will follow that curve. If you add keyframes where the object rotates slightly at each step, it will spin smoothly across the animation.
As you add keyframes, you'll see them all lined up on the timeline. The more keyframes you add, the more control you have over the exact motion. But more keyframes also means more work — start with just two or three until you're comfortable with the process.
Adjusting timing and easing between keyframes
Once your keyframes are set, you can change how fast the animation moves between them. Select a keyframe on the timeline by clicking the diamond. In the animation panel, you should see options for "Easing" or "Interpolation".
Easing controls whether the movement is constant speed or whether it speeds up and slows down. "Linear" means constant speed throughout. "Ease In" means it starts slow and speeds up. "Ease Out" means it starts fast and slows down. "Ease In-Out" does both — slow at the start, fast in the middle, slow at the end.
You can also adjust the timing by dragging keyframes left or right on the timeline. If you want the animation to happen faster, drag the keyframes closer together. If you want it slower, spread them out. The distance between keyframes on the timeline controls how long that segment of the animation takes.
Previewing and exporting your custom animation
Before you finalize anything, play back your animation to see how it looks. Click the play button in the animation panel — usually a triangle pointing right. The playhead will move across the timeline and your object will move on the canvas in real time.
Watch for jerky motion, unexpected jumps, or timing that doesn't match what you intended. If something looks wrong, stop the playback, adjust your keyframes, and play again. You can move keyframes, change object positions, or add new keyframes between existing ones to refine the motion.
Once you're satisfied, you can export the animation. This depends on your version of TPRR OC Creator — some versions export as video, others as an animated image file, and some save it as part of your character file. Check the File menu or Export options to see what formats are available.
Frequently Asked Questions
What's the difference between a keyframe and a preset animation?
A preset is a finished animation you click to explore when ready. A keyframe is a single moment in time that you create yourself. Custom animations are made by combining many keyframes, giving you complete control over every detail. Presets are faster but less flexible.
Can I copy a keyframe to use it again later in the timeline?
Yes. Right-click the keyframe diamond on the timeline and select "Copy Keyframe" or "Duplicate". Then click where you want to paste it and select "Paste Keyframe". This is useful if you want your object to return to a previous position or state later in the animation.
What happens if I delete a keyframe by accident?
Use Ctrl+Z (or Cmd+Z on Mac) to undo when ready. If you've already done other work, you can select the keyframe and press Delete, then undo that single action. There's no permanent damage — keyframes are straightforward to recreate.
How do I make an animation loop, so it repeats over and over?
Look in the animation panel for a "Loop" checkbox or toggle. Turn it on and the animation will repeat from the beginning as soon as it reaches the end. Some versions let you set how many times it loops before stopping.
Can I animate multiple objects at the same time?
Yes, but you have to do it one object at a time. Animate the first object completely, then select a different object and build its animation on the same timeline. Both animations will play together when you hit play.