# About Animation

> How animation works in Asset Transformer Studio

![Animation example](/api/media?file=/asset-transformer-studio/2026.5.0/media/STUDIO_Animation.gif)

A lot of 3D models are animated, especially models from the game industry, to create lifelike 3D scenes and experiences in real-time engines like Unity.

Asset Transformer Studio supports animations, giving users (and 3D artists in particular) the possibility to **optimize animated 3D models, using the full power of the Asset Transformer toolbox**.

Here are the main features regarding Animation:

* Animations contained in FBX, glTF and USD files can be imported (including multiple clips/sequences animations)
* Animated models can be exported as FBX, glTF and USD files (and saved in scenes)
* The types of animations supported are *solid animations* and *skeletal animations*. Morph targets are not supported.
* Imported animations can be played through the **Animation Player** panel and visualized in the [Viewer](../user-interface/window/viewer) panel
* Animated models can be optimized using all the main functions available, such as [Decimation](./about-decimation.md), [Remove Occluded Geometries](/asset-transformer-studio/2026.5.0/api/python/algo_functions.md#removeoccludedgeometries), [Repair Mesh](../user-interface/menu-bar/mesh-menu)…

> **Note:**
>
> Animated 3D models are created in DCC tools like Blender, 3DS Max or Maya, and dedicated solutions like MotionBuilder or Mixamo.

### Solid animation example

A *solid animation* is an animation for which only the *translation*, *rotation* and *scale* of an [occurrence](./about-occurrences.md) (transformation properties) are animated. The meshes are not deformed, only moved.

A simple example is the animation of an opening door, for which the rotation property on the up-axis is animated, from 0 to 90 degrees.

Solid animations are often used for mechanical models.

![Solid animation](/api/media?file=/asset-transformer-studio/2026.5.0/media/STUDIO_Animation_Solid.gif)

### Skeletal animation example

A [skeletal animation](https://en.wikipedia.org/wiki/Skeletal_animation) is when a virtual skeleton made of bones is animated, deforming and animating the meshes of the 3D model.

The *skin* is the information contained in the mesh that binds the mesh to the joints of the bones, in order for the mesh to be deformed and animated.

Joint [occurrences](./about-occurrences.md) can have their transformation properties *translation*, *rotation* and *scale* animated.

![Skeletal animation](/api/media?file=/asset-transformer-studio/2026.5.0/media/STUDIO_Animation_Skin.gif)

## Limitations

* In Asset Transformer Studio, animations cannot be edited through an animation editor; they can only be played through the `Animation Player` panel.
* Animation should not be confused with the concept of *kinematics*, existing in some CAD models. Kinematics define mechanical bonds between 3D objects (axes, joints, springs, etc.) and degrees of mechanical freedom. Kinematics are not supported in Asset Transformer Studio.
* The following are not yet supported:
  * Animation of material parameters' value (e.g. opacity evolving over time)
  * Blend shapes/morph target animation for facial animation
  * Audio sources parametrization animation

> **Note:**
>
> The `Use static pose` button allows, when enabled, to display skeletal models in their static pose (or T-pose):
>
> ![Use static pose](/api/media?file=/asset-transformer-studio/2026.5.0/media/STUDIO_UseStaticPose.gif)
