Comprehensive User Manual

Animation Stage

Complete reference guide for the browser-based 2D animation studio.

Version 1.0 April 2026 17 Object Types 70+ Animations 7 Export Formats

1 Overview

Animation Stage is a professional browser-based 2D canvas animation application. It provides a full-featured workspace for creating, editing, and exporting animations with support for shapes, text, images, vector imports, character rigging, motion paths, AI-powered generation, and multi-scene projects.

🔷
17 Object Types
Shapes, text, images, icons, paths
🎞️
70+ Animations
Entry, Exit, Emphasis, Motion
🤖
AI Mode
Natural language commands + LLM
🎬
Multi-Scene
With transitions
📤
7 Formats
HTML5, MP4, WebM, GIF, JS, Python
💻
PWA
Installs as desktop app

2 Getting Started

Animation Stage runs in any modern web browser. Open the app from your web server or installed PWA.

Creating Your First Animation

  1. Draw a shape — Press R for rectangle, then click-drag on the canvas.
  2. Apply an animation — Switch to the Animate tab in the left panel, select your object, click an animation.
  3. Preview — Press Space to play/pause, or click Preview in the toolbar.
  4. Export — Click Export in the toolbar and choose your output format.
Press ? at any time to open the keyboard shortcuts modal.

3 Workspace Layout

The workspace is divided into four major areas:

ZoneLocationPurpose
Top ToolbarTopFile actions, undo/redo, preview, export, templates, settings, mode toggle
Left PanelLeftThree tabs — Tools, Objects, Layers (Basic) or AI prompt (AI Mode)
Right PanelRightProperties, Animate, Tags, and Code tabs
TimelineBottomAnimation timeline with tracks, playback controls, audio

Panel Controls

  • Press [ to toggle the left panel
  • Press ] to toggle the right panel
  • When collapsed, a vertical toolbar appears with quick-access tool buttons
  • On startup, collapsible sections and nested submenus inside the left and right panels begin collapsed by default

4 Tools Panel

Selection Tools

ToolKeyDescription
SelectVClick to select. Shift+click multi-select. Drag for selection box.
MoveMDrag to reposition. Arrow keys nudge 1 px, Shift+Arrow = 10 px.

Basic Shapes

ToolKeyDescription
RectangleRClick-drag. Hold Shift for perfect square.
CircleCClick-drag. Hold Shift for perfect circle.
TriangleTClick-drag to draw a triangle.
DiamondClick-drag to draw a diamond.
StarSAdjust inner radius and point count in Properties.
PolygonPAdjust number of sides in Properties.
HeartClick-drag to draw a heart shape.

Lines & Paths

ToolKeyDescription
LineLStraight line.
Arrow / Double Arrow / Curved ArrowDirectional line variants.
ScribbleFreehand pen drawing.
Freeform ShapeClosed freehand shape.
Draw PathDClick-to-place Bezier path points.

Content & Utility

ToolKeyDescription
TextXClick stage to place text. Type directly.
ImageIFile picker or drag-and-drop images.
Hand (Pan)HPan the view. Also: Space+drag, middle-mouse, or Alt+drag.
ZoomZClick to zoom in. Alt+click to zoom out. Scroll wheel zooms.
Color PickerKSample fill color from any object.
Edit PointsEPoint-editing mode for freeform, polygon, path objects.
SliceJSplit an object into two parts at the click position.

5 Creating Objects

Methods to Add Objects

  1. Shape tools — Select a tool, then click-drag on the canvas
  2. Objects panel — Browse the list and use add buttons
  3. Icon library — Browse 80+ built-in SVG icons
  4. Drag-and-drop — Drop image files onto the stage
  5. Import vectors — SVG, EPS, AI, or PDF files
  6. AI Mode — Natural language commands (e.g., "add a red circle")
  7. Copy/pasteCtrl+C / Ctrl+V to duplicate
  8. DuplicateCtrl+D to duplicate in place
After drawing, the object is automatically selected so you can immediately edit its properties in the right panel.

6 Icon Library

80+ built-in SVG icons in 9 categories, accessed from the Tools tab in the left panel.

CategoryExamples
PeopleMale, Female, Child, Person standing/walking
GesturesWave, Point, Thumbs up, Handshake
AnimalsDog, Cat, Bird, Fish, Horse, Butterfly
TransportCar, Bus, Bicycle, Airplane, Boat, Train
BusinessBriefcase, Chart, Dollar, Laptop
ObjectsPhone, Camera, Key, Lamp, Book, Clock
NatureTree, Flower, Sun, Moon, Cloud, Mountain
SymbolsStar, Heart, Check, Cross, Arrow, Music note
CustomYour saved icons (right-click → Save as Icon)

7 Working with Text

Press X and click the stage to place a text object. Type directly, press Escape to deselect.

PropertyOptions / Range
Font FamilyInter, Arial, Helvetica, Georgia, Times New Roman, Courier New, Verdana, Trebuchet MS, Impact, JetBrains Mono
Font Size8–200 px
WeightLight 300 · Regular 400 · Medium 500 · Semi Bold 600 · Bold 700
StyleBold (Ctrl+B), Italic (Ctrl+I), Underline (Ctrl+U), Strikethrough
AlignmentLeft, Center, Right
Line Height0.5–5 (multiplier)
Letter Spacing–5 to 20 px

Text-Specific Animations

AnimationDescription
TypewriterCharacters appear one at a time (1–100 chars/sec)
Letter SpinEach letter spins in independently
Word FadeWords fade in one by one
Line RevealText revealed line by line

8 Working with Images

Press I or drag-and-drop image files onto the stage. Animated GIFs are automatically decoded frame-by-frame.

Image Tools (Properties Panel)

ToolDescription
Remove BackgroundAuto-remove background. Adjust Tolerance (1–100).
Replace ImageSwap the image file in-place.
Crop ImageSet Left/Top/Right/Bottom crop percentages. Right-click → Auto-Crop to trim transparent edges first.
Image EraserPaint to erase. Brush Size 2–200, Hardness 0–100%.
Image DeformMesh-based warping for squash, stretch, and localized deformation.
Body StencilFit a human body map, cut parts, auto-assemble with joints.
Smart CutTrace body parts from one image; auto-cut and assemble into a jointed character.
Auto TraceConvert raster to editable vector. Outline/Silhouette or Color Regions mode.

Image Filters

FilterRange
Brightness–100 to 100
Contrast–100 to 100
Saturation–100 to 100
Hue Rotate0–360°
Blur0–20
Grayscale / Sepia / Invert0–100%
TintColor + Amount 0–100%

9 Importing Vectors & GIFs

FormatSupport
SVGFull parser — paths, rectangles, circles, ellipses, lines, polylines, polygons. Handles viewBox, transforms, nested groups.
EPS / AIExtracts embedded SVG or parses PostScript commands.
PDFVector parse attempted; falls back to raster image.
Animated GIFDecoded frame-by-frame. Disposal methods, interlacing, and per-frame transparency supported.

10 Objects Panel

The Objects tab in the left panel lists all objects on the stage.

  • Selection sync — Click a name to select on stage
  • Rename — Double-click an object name
  • Visibility — Eye icon to hide/show
  • Lock — Lock icon to prevent edits
  • Z-order — Drag up/down to reorder layers
  • Delete — Select and press Delete

11 Layers Panel

ActionDescription
Add LayerCreates a new layer above the current one
Delete LayerRemoves the selected layer and its objects
RenameDouble-click a layer name
Visibility / LockEye and lock icons per layer
Active LayerClick to set — new objects are added here
ReorderDrag layers up/down

12 Properties Panel

Transform

PropertyRangeDescription
X / YUnlimitedPosition in pixels from top-left of canvas
Width / HeightUnlimitedDimensions in pixels
Aspect LockToggleProportional resize (most object types)
Z Rotation–360° to 360°Flat 2D rotation
DepthUnlimitedExtrusion / faux 3D thickness
X Tilt / Y Tilt–45° to 45°Faux 2.5D perspective tilt
Opacity0–100%Object transparency
Flip H / Flip VToggleMirror the object

Fill & Stroke

PropertyOptions
Fill TypeSolid, Linear Gradient, Radial Gradient, Pattern
PatternNone, Stripes, Dots, Crosshatch, Checkerboard (with color & scale)
Stroke Width0–50 px
Stroke StyleSolid, Dashed, Dotted, Dash-Dot
Line Cap / JoinButt/Round/Square · Miter/Round/Bevel
Border Radius0–200 px (rectangles only)

Effects

EffectProperties
ShadowColor, Blur 0–100, Offset X/Y –50 to 50
GlowColor, Size 1–80
ReflectionOpacity, Gap
BevelSize 1–20, Highlight color, Shadow color

13 Animation System

70+ built-in animations in three tabs: Basic, Properties, and Advanced.

Entry Animations (15)

AnimationDescription
Fade InFade in with subtle movement
Zoom InScale from 0 to full size
Fly In Left/Right/Top/BottomFly in from an edge
Bounce InBounce into view
Spin InSpin while growing
Flip InFlip into view
Wipe InCurtain-like reveal
Strips InStrip-based reveal
Wheel / Wedge InRotating or wedge-shaped reveal
Tilt In Left / RightPerspective-style entry

Emphasis Animations (10)

AnimationDescription
PulseContinuous scale up/down
ShakeRapid left-right shake
WobbleTilt side to side
BounceBouncing effect
FlashRapid opacity flash
Rubber BandStretch and snap
Tada / Jello / Heartbeat / SwingCharacter animations

Animation Settings

PropertyRange / Options
Duration0.1–60 seconds
Delay0–30 seconds
EasingLinear, Ease, Ease In/Out, Bounce, Elastic, Back, Steps, Spring, Custom Bezier
Repeat0–∞ (infinite)
DirectionNormal, Reverse, Alternate

Movement: Direction vs. Move To Point

Most movement animations (Linear, Bounce, Slide, Zigzag, etc.) move along one of 8 compass directions — Up, Down, Left, Right, plus the 4 diagonals at 45° (Up-Right, Down-Right, Down-Left, Up-Left). For straight or diagonal motion to an exact point on the stage at any angle, use the dedicated Move To Point animation:

  • Select the object → Animate → Movement → Move To Point
  • Type the destination in the Target X and Target Y fields, or click the crosshair button beside Target Y and click anywhere on the stage to capture the coordinates
  • The object animates from its current position straight to (Target X, Target Y) along the resulting vector — true any-angle movement

14 Timeline

The Timeline at the bottom shows one track per object. Coloured bars are animations.

  • Drag a bar left/right to shift timing
  • Drag the right edge to change duration
  • Click a bar to select and see settings in the right panel
  • Right-click a bar for Copy, Paste, Repeat, Split, Trim, Combine options
  • Press Space to play/pause
  • Drag the red playhead to scrub
  • Set In/Out points with I / O keys for range looping

Playback Controls

ControlDescription
Play / PauseSpace or play button
Stop / ResetStop button returns playhead to 0
Speed0.25×, 0.5×, 1×, 1.5×, 2×
FPSConfigurable in Stage Settings
LoopToggle loop mode
Timeline Zoom+ / - / 0 to reset

14b Stage Camera (Animated Pan & Zoom)

The Stage Camera animates the viewport itself across the timeline — pan and zoom the visible region of the stage like a virtual camera. Great for Ken Burns effects, dolly-ins on a character, or follow shots across a SmartArt diagram.

Opening

  • Top toolbar → Animate Stage (video icon)
  • Or App Search (Ctrl+/) → type "stage camera"

A cyan dashed rectangle appears on the stage. The area outside it is dimmed — that's what the camera will frame at the current playhead time. The Stage Camera floating panel opens with the keyframe list, time HUD, and controls.

Adjusting the Frame

ActionHow
PanDrag inside the rectangle
Zoom from cornerDrag any corner handle (aspect locked)
Zoom from centreDrag the cyan circle with four arrows in the middle
Wheel zoomMouse-wheel inside the frame zooms around the cursor
Reset to full stageClick Fill in the panel

Adding Keyframes

  1. Position the playhead — scrub the timeline, click a yellow diamond, or use the ◀ 1s / 1s ▶ buttons.
  2. Adjust the frame for that moment.
  3. Click Add Keyframe. If a keyframe already exists at the current time, the playhead auto-advances 1 s.

Editing Keyframes on the Timeline

Yellow diamond markers appear along the timeline ruler at every camera keyframe.

  • Click a diamond — playhead jumps to that time
  • Drag a diamond — retime the keyframe
  • Shift + click a diamond — delete the keyframe
  • Or edit each keyframe's time directly in the panel keyframe list (numeric input, jump-to button, easing dropdown, delete button)

Save / Discard / Playback

  • Apply commits and exits edit mode (saves to scene; pushes a single Undo entry)
  • Cancel discards all changes since you opened the camera
  • Esc = Cancel, Enter = Apply
  • The camera animates during playback and when you scrub the playhead manually
  • Camera keyframes are baked into the standalone HTML5 preview/export and round-trip with the project file (per scene)
  • All camera edits are covered by Undo/Redo (Ctrl+Z / Ctrl+Shift+Z)

15 Easing Editor

Click the easing name on any animation bar to open the Easing Editor. Presets include Linear, Ease, Ease In, Ease Out, Ease In-Out, Bounce, Elastic, Back, Steps, and Spring. The Custom Bezier option gives you two draggable handles to fine-tune the curve.

15b Custom Bezier Easing (Per-Animation Curves)

Each animation now stores its own custom curve. Choose Custom in the easing dropdown, then drag the two handles in the Easing Editor to draw any timing curve you want. The curve is serialized into the animation as a cubic-bezier(x1, y1, x2, y2) string and travels with the project.

  1. Open an animation bar's Easing dropdown and pick Custom.
  2. The Easing Editor opens prefilled with the current curve. Drag the green and blue handles to reshape it.
  3. Click Apply. The new curve is stored on that animation only — other animations keep their own curves.
  4. Curves persist through Save / Load, Undo / Redo, scene switching, and HTML5 / video / Lottie export.
Different animations can use different custom curves. Reopening the editor on any animation reseeds the handles from that animation's stored values.

16 Keyframe Editor

The Keyframe Editor provides frame-by-frame control for any animatable property. Open it from the right panel when an animation bar is selected. Add, move, and delete keyframes on the sub-timeline. Each keyframe stores the property value at that moment; the engine interpolates between them using the selected easing.

16b Dope Sheet (Cross-Object Keyframe Grid)

The Dope Sheet is a full-screen grid view of every animation in the scene, one row per (object, animation, property). Open it with the table icon in the timeline toolbar.

What You See

  • A time ruler across the top, synced to the current timeline scale.
  • One row per animated property, labelled with the object name and property.
  • Three diamond colors per bar: green = animation start, blue = animation end, yellow = intermediate keyframe.
  • A red playhead line that tracks the timeline position.

Interactions

  1. Click any diamond to seek to that time and select it.
  2. Drag a green diamond to shift the whole animation's delay.
  3. Drag a blue diamond to resize the animation's duration.
  4. Drag a yellow diamond to move an intermediate keyframe within its bar.
  5. Click empty space to seek the playhead.
  6. Delete / Backspace removes the selected keyframe (or whole animation if a green/blue endpoint is selected).
  7. Esc closes the dope sheet.

Edits flow through the standard Undo / Redo stack and live-refresh on any external timeline change.

16c Onion Skin (Ghost Frames)

Onion Skin shows semi-transparent ghost frames from before and after the current playhead time, so you can see the path of motion at a glance and hand-tune in-betweens. Toggle it with the clone icon in the timeline toolbar (or press O).

Reading the Ghosts

  • Red / pink ghosts = past frames (where objects were).
  • Blue ghosts = future frames (where objects will be).
  • Ghosts fade out the further they are from the current time.

Settings

Right-click (or Shift+click) the toolbar button to open the settings popover:

  • Frames before / after — 0–8 ghost frames on each side of the playhead.
  • Step (ms) — how far apart the ghost frames are (default 200 ms = 5 fps).
  • Max opacity — the strongest opacity used for the closest ghost.
  • Color tint — turn off if you'd rather see the ghosts in their natural colors.

How It Works

The editor seeks the animation engine to each ghost time (using the same applyAnimationsAtTime path the timeline scrubber uses), renders the resulting pose to a hidden canvas, tints it, and composites it as a low-opacity overlay. The live pose is restored before the next frame, so your edits are never affected.

Onion skin is auto-disabled during playback (ghost frames at 60 fps would just be a blur). Pause the timeline to see the ghosts.
Pair onion skin with the Dope Sheet for serious frame-by-frame in-betweening.

17 Path Animation

Move any object along the outline of another shape.

  1. Draw a path or any shape to use as the motion path
  2. Select both the object and the path
  3. Right-click → Animate Along Path
  4. Adjust duration and loop settings in the right panel
  5. Enable Orient to Path to rotate the object to follow the curve direction
The path object itself can be hidden — it doesn't need to be visible during export.

18 Custom Animation Builder

In the Advanced sub-tab of Animate, the Custom Animation builder lets you combine individual property channels (X, Y, Width, Height, Rotation, Opacity, Color) into a single animation. Set start and end values per channel, then apply as a named animation.

19 Chain & Stage Sequence

Chain Animation

Morph an object between two states — shapes, positions, sizes, and colors. Select the object, choose Chain Animation, set the keyframe states, and the app interpolates a smooth transition.

Stage Sequence

Auto-staggers entry animations across multiple selected objects. Select all objects, pick an entry animation, set the stagger delay, and Stage Sequence applies it in stacked order — creating an auto-choreographed entrance without manual offset work.

20 Animated Parts (Characters)

Animated Parts lets you assemble multi-part characters from individual image or shape objects. Each part is a separate object; joints connect them with parent-child hierarchies. Animating the parent rotates the child along with it — perfect for walk cycles, wave gestures, and facial expressions.

Use Body Stencil or Smart Cut (in image Properties) to automatically slice a single photo into body parts and assemble them with joints.

21 Rigging & Deformation

Image Deform creates a mesh grid over a single image, then lets you drag mesh nodes to warp it — squash, stretch, or localized deformation without cutting the image apart.

The workflow for single-image deformation: select image → Properties → Image Deform → drag mesh handles. Use Reset to clear all deformations.

22 Joints (Shape Bending)

Joints add hinge-like bend points to shapes, enabling bending animations like flags, waving arms, or tentacles.

How to Add Joints

  1. Select a shape object
  2. In Properties, find the Joints section
  3. Set the Chain Direction: Vertical (top→bottom), Vertical (bottom→top), Horizontal (left→right), or Horizontal (right→left)
  4. Click Add Joint, then click on the object where you want the hinge
  5. Add multiple joints to create chain segments
  6. Animate segment angles in the timeline
Joint PropertyRangeDescription
Position0–1Where on the chain this joint sits (0 = start, 1 = end)
Angle±180°Bend angle at this hinge
Tilt X±45°Faux-3D forward/backward lean at this joint
Tilt Y±45°Faux-3D left/right twist at this joint
Cross-Offset0–1Shifts hinge pivot perpendicular to chain axis (0.5 = centered)
Contour Size>0Per-joint disc radius multiplier for covering V-shaped gaps
Contour ColorCSS colorOverride color for the contour disc (auto = sampled from object)

Common Use Cases

  • Waving flags, banners
  • Bending arms, legs, tentacles
  • Rope or chain physics
  • Tail swishing animations

Flex Rig Mode

Flex Rig Mode is in Properties → Flex → Flex Rig Mode. It is an editor-only pose layer for selected Pose Armature or Universal Character parts.

  • Adjust existing joint Angle, Z Tilt X, and Z Tilt Y with handles or numeric controls
  • Use it for fast pose work when the rig is already connected correctly
  • Use Tune Joints instead when anchor or pivot positions need correction
  • It does not replace joint contours, animations, preview, export, or the existing rigging modes

23 Pin System

Pins create parent-child relationships: the child follows the parent's position (and optionally angle) in real time.

How to Pin

  1. Select the child object
  2. In Properties → Object Attachment, choose the Parent Object
  3. Optionally choose a Parent Joint to follow a specific joint world position
  4. Set Pin Offset and Rotation Mode
OptionDescription
Parent ObjectThe object the child follows
Parent JointSpecific joint on parent — child follows that joint's world position and angle
Pin AnchorAnchor point on the parent surface (ignored when Parent Joint is set)
Pin OffsetDistance offset between the pin target and the child pivot
Rotation ModeIndependent = keep own rotation · Align with Parent = match parent angle · Joint = add local joint angle on top

To unpin: right-click → Unpin, or set Parent Object to None.

24 Inverse Kinematics (IK)

IK lets you drag the end of a joint chain and all intermediate joints adjust automatically for a natural pose.

How to Use

  1. Select an assembled character with joints
  2. Hold Shift + drag a body part (e.g., a hand)
  3. The entire chain (shoulder → elbow → wrist) adjusts via CCD algorithm
  4. Release to set the pose
Combine IK dragging with manual joint rotation for fine-tuning. IK respects joint angle constraints.

25 Guided Assembly

A step-by-step wizard for rigging pre-cut body parts into a jointed character. Access via Properties → Joints → Build & Cut → Guided Assembly.

  1. Place all body parts on stage (head, torso, arms, legs as separate objects)
  2. Select them all
  3. Open Guided Assembly
  4. The wizard asks you to identify each part
  5. Joints are automatically placed at connection points
  6. Use Tune Joints to refine positions
Name parts clearly (e.g., "Head", "Torso", "L Upper Arm") for faster auto-detection.

26 Universal Character

Generates a fully rigged parametric character from scratch — no images needed. Access via Properties → Joints → Build & Cut → Universal Character.

FeatureOptions
Body ProportionsHeight, build, head size, limb length
Body TypesHuman-like proportion presets, including stronger muscular arms and forearms
Front-Side / Back-Side ViewsNew front-side and back-side character views without changing existing pose catalogs
Facial FeaturesEyes, eye color, mouth, eyebrows with expression support
HairRepresentative styles including short, afro, curly, braids, locs/locks, and long styles
Hats / HeadgearSeparate from hair; covers scalp/top/sides while keeping the forehead clear below the eyebrows
ClothingTop, bottom, footwear, outfit presets, shoulder/neck coverage, and representative long garments
Pinned ClothingOptional transparent torso, arm, and leg garment parts pinned to matching body parts
Linked ViewsCoordinated front, side, and back-facing variants
ColorsSkin tone, clothing, hair, and eye customization
Pre-riggedJoints already placed at correct positions
Movement-ready50+ joint movements available immediately

Use Front-Side or Back-Side when the character should face partly toward the side while keeping the front/back animation catalog. Use Clothing Mode → Pinned Parts when clothing should be generated as separate garment layers that follow the torso, upper arms, forearms, upper legs, and lower legs during poses and movements.

In AI Mode, say "create a universal character" or "generate character" to open the builder.

27 Body Slicer

Uses curve-based guides to slice a single full-body character image into separate body parts. Access via Properties → Joints → Build & Cut → Body Slicer.

  1. Select the character image on stage
  2. Open Body Slicer
  3. Drag the curve guides to match the character proportions
  4. Click Slice to cut the image into parts
  5. Parts are automatically assembled with joints
  6. Save a layout after adjusting — it applies automatically next time
Body Slicer is faster than Smart Cut or Body Stencil for quick prototyping. Use Tune Joints afterwards for refinement.

28 Pose Armature Character Skin

Transfers artwork from a character image onto armature parts while preserving the joint and motion system.

ButtonWhat It Does
Place OverlayPlaces a semi-transparent image over the armature for visual alignment
Sample SelectedBakes the sampled textures into the armature parts (the actual skin-transfer step)
Fit ShapesResize or edit points on armature parts to match the source art
Clear SkinRemoves the sampled skin, restoring the plain armature
Save TemplateSaves the current skinned look for reuse on similar armatures
ApplyApplies a saved skin template to the current armature

Workflow

  1. Open Pose Armature
  2. Click Place Overlay (or select an existing image on stage)
  3. Align the overlay/image over the armature parts
  4. Use Fit Shapes to resize/reshape rig parts as needed
  5. Click Sample Selected
  6. Click Save Template to reuse on future rigs
Armature presets: Front Dummy (front-facing), Side Dummy (side-facing), Side 2 Arms (side with both arms visible).

29 AI Character Creation Workflows

AI Mode supports the full character pipeline via natural language (Ctrl+M).

CommandAction
"create a walking character"Builds a shape character + applies walk movement
"create a dancing person"Builds a character + applies dance movement
"generate a universal character"Opens Universal Character builder
"open flex rig mode"Toggles Flex Rig Mode for selected Pose Armature or Universal Character parts
"open body stencil"Opens Body Stencil cutting tool
"open body slicer"Opens Body Slicer tool
"open smart cut"Opens Smart Cut tracing tool
"open guided assembly"Opens Guided Assembly wizard
"show movements"Opens 50+ joint movement picker
"show poses"Opens the pose library
"mirror pose"Mirrors left↔right joint angles
"open flex rig mode"Opens Angle, Z Tilt X, and Z Tilt Y pose handles
"ragdoll"Ragdoll gravity drop
"reset pose"Resets all joints to default
"toggle skeleton"Toggles skeleton overlay visualization
"tune joints"Opens joint tune mode

30 Reset Joints & Clear Timeline

Reset All 0° (Joints Section)

The Reset All 0° button in the left-panel Joints section resets all joints for selected rigged objects back to zero without deleting the joints. Use this when a cutout character has been posed and you want to return it to its neutral state.

Clear Timeline

The Clear Timeline button removes every animation from the timeline after a confirmation alert. Use when you want to wipe all animation bars and start a scene fresh without deleting the objects themselves.

31 Stage Settings

Canvas Dimensions

PresetSize
Landscape1920 × 1080 (default)
Portrait1080 × 1920
Square1080 × 1080
Custom100–7680 × 100–4320 px

Background

TypeOptions
SolidAny color via color picker
TransparentCheckerboard pattern — transparent in all export formats
Linear GradientTwo colors + angle
Radial GradientTwo colors
PatternStripes, Dots, Crosshatch, Checkerboard — with color and scale (0.5–4)
ImageUpload image — Fit modes: Cover, Contain, Stretch, Tile

The current scene's stage settings are used by preview and export, including background color, gradient, pattern, image, and background opacity.

Grid & Snapping

FeatureDetails
Grid TogglePress G to show/hide
Grid Size5–200 px
Snap Strength1–20
Snap TargetsGrid points, object edges, stage center

Zoom & Pan

ActionMethod
Zoom InScroll wheel up · Ctrl+= · Zoom tool + click
Zoom OutScroll wheel down · Ctrl+- · Zoom tool + Alt+click
Reset ZoomCtrl+0 or click the zoom % label
PanHand tool drag · Space+drag · middle-mouse drag · Alt+drag

Zoom range: 5%–1000%

32 Scenes

Create multi-scene presentations with transitions between slides.

  • Add Scene — Click the + button in the scene strip
  • NavigatePageDown / PageUp
  • Transitions — Set entry/exit transitions per scene in Stage Settings
  • Reorder — Drag scenes in the scene strip
  • Duplicate Scene — Right-click a scene thumbnail
  • Export All Scenes — Toggle in the Export dialog

32b Symbols (Reusable Components)

A symbol is a reusable component made from one or more stage objects. Edit the master once and every instance on the stage updates automatically. Open the library with the shapes icon in the timeline toolbar.

Create a Symbol

  1. Select one or more objects on the stage.
  2. Open the Symbols panel and click Convert Selection to Symbol.
  3. Name it. The originals are replaced by a single linked instance.

Use a Symbol

  • Place drops another instance at the stage center.
  • Each instance behaves like a normal object — select, drag, animate, group, layer, copy/paste, undo all work.
  • Resizing an instance scales the whole symbol's contents proportionally.

Edit the Master

  1. Click Edit master on a symbol row.
  2. The stage swaps to the symbol's contents and a purple banner appears at the top.
  3. Make your changes, then click Save in the banner. Every instance refreshes on the next frame.
  4. Cancel discards the edit and restores the previous stage.

Other Actions

  • Rename renames a symbol.
  • Delete removes the symbol AND every instance on the stage (with confirmation).
  • The library is saved with the project and round-trips through Save/Load and Undo/Redo.
Symbols are ideal for repeating UI elements (icons, badges, callouts), recurring characters, and any composition you want to update in one place across many instances.

33 Templates

Click Templates in the top toolbar to open the template browser. Click a template to preview, then Apply to load it. All objects and animations are fully editable after applying.

TemplateDescription
Logo RevealAnimated logo entrance
Slide DeckPresentation-style slide animation
Attention PulsePulsing attention-grabber
Cinematic EntryDramatic cinematic entrance
Typewriter IntroTypewriter-style text reveal
Bounce InBouncy element entrance
Spin & GrowSpin while scaling up
Wave SequenceWave-like sequential animation
Fade CascadeCascading fade-in effect
Elastic PopElastic bouncing pop-in
Pendulum SwingInfinite pendulum swinging
Exit DissolveDissolving exit animation

34 Export & Save

Export Formats

🌐
HTML5
Self-contained animated webpage
🎦
MP4
Resolution + FPS configurable
🎞
WebM
Web-optimized video
🖼
GIF
Dither · Max Colors · FPS
📜
JavaScript
Vanilla JS, GSAP, or Anime.js
🐍
Python
Manim, Pygame, or Tkinter
💾
.animstage
Native project file
🔮
Lottie
Bodymovin JSON for web/mobile (see § 34b)

Transparent Background Export

Set the stage background to Transparent in Stage Settings; the export dialog automatically enables transparent output.

FormatTransparency Behavior
GIF1-bit GIF transparency — pixels with alpha < 128 become fully transparent
MP4 / WebMCanvas rendered without background fill (depends on player support)
HTML5Background omitted from generated HTML when transparent output is enabled; otherwise the generated file uses the current scene's live stage settings, including gradients, patterns, images, and background opacity

The HTML5 preview/export shell shows a checkerboard behind transparent or semi-transparent stage backgrounds so opacity stays visible without baking that checkerboard into the export.

Multi-Scene Export

Toggle Export All Scenes in the export dialog to export every scene together. Use Preview All Scenes to preview the full sequence before exporting. Each scene keeps its own stage settings, and those scene-specific settings are used during preview/export.

Project Save/Load

ActionShortcut
SaveCtrl+S
Save AsCtrl+Shift+S
Open / LoadCtrl+O
New ProjectToolbar → New (confirms if unsaved changes)

34b Lottie / Bodymovin Export

Export your animation as a Lottie JSON file ready for lottie-web, lottie-react-native, or After Effects bodymovin import. Open the Export dialog and pick the Lottie tile.

How It Works

Each visible stage object is rendered to a base64-embedded PNG asset and added as a Lottie image layer with animated transform keyframes (position, rotation, scale, opacity). This trades file size for fidelity — every object type (rounded rect, brace, joint armature, traced path, gradient fill, drop shadow, glow, text, image, depth-extruded shape) survives pixel-perfect with no per-type reimplementation.

What's Included

  • Top-level fr uses the FPS dropdown in the export dialog.
  • Stage size becomes the Lottie composition w / h.
  • Z-order is preserved (Lottie ind:1 = top layer).
  • Animations on x, y, rotation, scaleX, scaleY, and opacity are converted to Lottie p, r, s, o keyframes.
  • Easing curves — named (ease-in, ease-out, ease-in-out, linear) or custom cubic-bezier(…) from the Easing Editor — are converted to Lottie bezier handles.
  • A final hold key is added at op so the last animated value persists.

When to Use Lottie

  • Embedding the animation in a website with crisp scaling and small runtime overhead.
  • Shipping into a React Native or Flutter app via lottie-react-native / lottie.
  • Round-tripping into After Effects via the bodymovin importer.
File size scales with the bitmap area of each layer. For pure-vector scenes that need a tiny file, SVG export remains the smallest option.

35 Settings

Click the gear icon in the top-right toolbar.

SettingOptionsDescription
ThemeDark / LightUI color theme
Auto-SaveOn / OffAutomatically save at intervals
AI ProviderBuilt-in, DeepSeek, OpenAI, CustomAI engine for AI Mode and Teach Me
API KeyText inputYour API key (DeepSeek, OpenAI, or custom)
API EndpointURL inputCustom OpenAI-compatible API endpoint
Hardware AccelerationOn / OffToggle GPU-accelerated rendering
Max Objects50–5000Performance limiter for stage objects

36 Layout System (Flex)

Animation Stage supports 5 workspace layouts. Click the Layout button in the top toolbar or press Ctrl+L to cycle through them. Use App Search (Ctrl+/) and type "Flex" to jump directly to the layout controls.

LayoutDescription
DefaultLeft Panel + Stage + Right Panel, Timeline at bottom — the standard full-featured layout
Stage | TimelineStage on the left, Timeline on the right — side-by-side editing
Focus StageFull-screen stage only — all panels hidden for maximum canvas space
Stage + TimelineStage above, Timeline below — both side panels hidden
Compact LeftPanels stacked on the left, Stage + Timeline on the right

Panel Visibility Toggles

In the Layout dropdown you can individually toggle the Left Panel, Right Panel, Stage, and Timeline.

Stage + Timeline is the cleanest no-panels workspace when you want just the canvas and timeline visible.

Press Ctrl+L to cycle layouts. Press [ / ] to quickly toggle individual side panels.

37 Undo & Redo

Animation Stage maintains a full snapshot-based undo history.

ActionShortcutAlternative
UndoCtrl+ZUndo button in top toolbar
RedoCtrl+Y or Ctrl+Shift+ZRedo button in top toolbar

What's Tracked

  • All objects and their properties
  • Current selections
  • Groups and layer structure
  • Stage background settings

A 50 ms debounce is applied for compound operations — dragging an object records only one undo entry, not hundreds of intermediate positions.

38 Boolean Operations

Select two or more shapes, then right-click → Boolean:

OperationResult
UnionMerge into one combined shape
SubtractCut the top shape out of the bottom shape
IntersectKeep only the overlapping area
CombineCompound path — holes preserved
FragmentSplit all overlapping regions into separate shapes

39 Grouping & Point Editing

Grouping

  • Group: Select multiple objects → Ctrl+G
  • Ungroup: Ctrl+Shift+G
  • Edit Group: Double-click a group to enter and edit individual members

Point Editing

Press E to enter point-editing mode for freeform shapes, polygons, and paths. Drag points, click a segment to add a point, press Delete to remove. Advanced shapes (rounded rectangles, polygons, braces, arrows, callouts) can be converted to editable point sets.

40 Tags System

Tags label and filter objects. Open the Tags tab in the right panel to add tags to the selected object. Body Tags (e.g., head, torso, arm) integrate with the rigging system for semantic body mapping.

  • Use App Search or the Tags panel to filter stage objects by tag
  • Right-click → Add Tag for quick tagging
  • Right-click on empty stage → Add Position Tag to place a named location marker

41 Audio Timeline

Click the audio icon in the Timeline controls to open the Audio Timeline. Add audio tracks by uploading audio files. Each track appears as a waveform bar — drag to set start time, adjust volume per track. Audio is included in MP4, WebM, and HTML5 exports.

42 SmartArt

The SmartArt module (SmartArt button in the top toolbar, or standalone at smartart.html) creates structured animated diagrams with AI-powered generation.

Diagram TypeDescription
FlowchartProcess flows with decision nodes and connectors
Org ChartHierarchical organization diagrams
ProcessStep-by-step process diagrams
TimelineChronological event sequences
PyramidLayered pyramid diagrams
VennOverlapping set diagrams
CycleCircular process diagrams
MatrixGrid-based category diagrams

Describe what you want in natural language — the SmartArt AI generates the layout, structure, and content automatically. Animated transitions, custom colors, fonts, and styles are all configurable.

43 Assets Library

A filesystem-backed library (stored under assets/library/) for reusable stage objects, uploaded images/GIFs, and JSON asset packages.

Save to Assets Library

  1. Right-click a stage object → Save to Assets Library
  2. Pick an existing folder or type a new folder path
  3. Enter a unique asset name (duplicates are blocked)
  4. Save

Import From the Library

  1. Click Assets in the top toolbar
  2. Search by asset name or folder
  3. Click an asset card to preview, then Import

Upload From Computer

Open AssetsUpload → choose images, GIFs, or JSON asset packages. Files are indexed immediately.

In AI Mode: "list assets", "search assets for torso", "import torso on stage".

44 Copy Properties & Paste as Clone

Copy Properties (Right-click → Copy Properties)

Copies a human-readable summary plus a hidden ANIMSTAGE_PROPS JSON payload. Includes: position, size, rotation, Stage Angle, joint angle, X/Y tilt, fill, stroke, opacity, shadow, glow, pin relationships, body part data, and animation data.

Paste as Clone (Right-click Empty Stage → Paste as Clone)

Detects the hidden payload in clipboard, decodes it, and creates an exact clone at the click position — preserving all properties including animations, rigging, pin data, and body part assignments.

Copy All Properties (Right-click Empty Stage → Copy All Properties)

Exports a tab-separated table of every object on stage with 49 columns including Z Order, Depth, Stage Angle, Joint Angle, Tilt X/Y, pin data, animations, body tags, and transformed corner coordinates (TL, TR, BR, BL). Paste directly into any spreadsheet.

45 Measure Tool

Displays pixel distances between objects or between an object and stage edges.

  1. Select the Measure Tool from the Tools panel or App Search
  2. Hover over objects — floating labels show distances from each side to the stage edges and gaps between nearby objects
  3. Use for precise layout and spacing verification

47 AI Mode

Toggle AI Mode with Ctrl+M or the toolbar button. The left panel becomes an AI prompt field. Click Generate or press Ctrl+Enter.

AI CapabilityExamples
Object Creation"add a blue circle" · "create 3 rectangles in a row"
Animation"make the circle bounce up and down forever"
Style Changes"make the rectangle red" · "add a drop shadow"
Position Commands"at position 100, 200" · "in the center" · "top-right corner"
Multi-StepChain with "then", "next", "after that"
Pronoun Resolution"it", "them" refer to recently mentioned objects
Icon Recognition40+ icon names (male, car, dog, tree, etc.)
TemplatesList, place, and assemble saved templates by name
Character WorkflowsBody Stencil, Body Slicer, Smart Cut, Guided Assembly, Universal Character, pinned clothing, Flex Rig Mode
Workflow HelpThe AI help guide also covers stage settings, preview/export behavior, layouts, assets, and copy/export tools

AI Actions

ActionDescription
GenerateGenerate animation code from the prompt
ApplyExecute the generated code on the stage
PreviewPreview the result in a new window using the current stage settings
Copy CodeCopy generated JavaScript to clipboard
Save as TemplateSave the animation as a reusable template
Edit CodeManually modify the generated code before applying
ReapplyRe-execute the same generation

LLM Providers

ProviderNotes
Built-inPattern-matching NLP. Works offline, no API key. More limited understanding.
DeepSeekRequires API key. Configured in Settings.
OpenAIGPT API. Requires API key.
CustomAny OpenAI-compatible endpoint. Requires URL + API key.

48 Teach Me (Help Chat)

A built-in AI help assistant. Click the Teach Me button (graduation cap icon) in the top toolbar.

FeatureDescription
Chat InterfaceSend questions, get formatted HTML answers
Knowledge BaseExpanded topic entries covering app features, stage settings, preview/export behavior, layout behavior, right-click workflows, Universal Character Front-Side/Back-Side views, pinned clothing/headwear, Flex Rig Mode, and character workflows
LLM SupportWhen an LLM provider is configured, uses AI for rich contextual answers
Built-in FallbackKeyword-matching when no API is configured — works offline
Quick SuggestionsClickable chips: "How to animate?", "Add icons", "Export video", "Shortcuts"

The same shared knowledge also powers the home-page assistant, so product questions on the portal stay aligned with in-studio help.

Example questions: "How do I animate an object?" · "How do I export as video?" · "How do I use rigging?" · "How do I use Flex Rig Mode?" · "How do I use pinned clothing?" · "How do I clear all animations from one object?"

49 Code Panel

The Code tab in the right panel lets you view, edit, and run animation code directly.

FeatureDescription
LanguageJavaScript or Python
CopyCopy code to clipboard
RunExecute the code in the current context
ExportDownload code as a file

Quick-Start Templates

  • Bounce
  • Orbit
  • Particle System
  • Wave Motion
  • Stagger Sequence

50 Keyboard Shortcuts

Tool Shortcuts

VSelect
MMove
RRectangle
CCircle
TTriangle
SStar
XText
IImage
LLine
PPolygon
DDraw Path
HHand / Pan
ZZoom
KColor Picker
EEdit Points
JSlice

Action Shortcuts

Ctrl+ZUndo
Ctrl+YRedo
Ctrl+SSave
Ctrl+Shift+SSave As
Ctrl+OOpen
Ctrl+ASelect All
Ctrl+DDuplicate
Ctrl+CCopy
Ctrl+VPaste
Ctrl+GGroup
Ctrl+Shift+GUngroup
Ctrl+BBold
Ctrl+IItalic
Ctrl+UUnderline
DeleteDelete selected
EscapeDeselect / Close

View & Navigation

SpacePlay / Pause
GToggle grid
Ctrl+RToggle rulers
Ctrl+=Zoom in
Ctrl+-Zoom out
Ctrl+0Reset zoom
Ctrl+MToggle AI Mode
Ctrl+LCycle layouts
Ctrl+/App Search
[Toggle left panel
]Toggle right panel
?Shortcuts modal
PageDownNext scene
PageUpPrevious scene

Timeline Shortcuts

+Timeline zoom in
-Timeline zoom out
0Timeline zoom reset
ISet In point
OSet Out point
SSplit bar at playhead
EscapeClear range markers

51 Context Menus

Right-click on Object

ActionDescription
Rename / Duplicate / DeleteBasic object management
Copy / Cut / PasteClipboard operations
Copy PropertiesCopies all object properties as JSON to clipboard
Save as Image / IconExport or save to icon library
Flip H / VMirror the object
Bring to Front / Send to BackZ-order management
Animate →Submenu: Entry, Exit, Emphasis categories
Copy / Paste / Paint AnimationTransfer animations between objects
Remove All AnimationsClear every animation from that object after a confirmation prompt
Lock / UnlockPrevent or allow editing
Pin to… / UnpinFollow-parent relationship
Boolean →Union, Subtract, Intersect, Combine, Fragment
Animate Along PathPath animation (2 objects selected)
Save to Assets LibrarySave object to the reusable Assets Library

Right-click on Empty Stage

ActionDescription
PastePaste copied objects
Paste as CloneCreate exact clone from ANIMSTAGE_PROPS clipboard payload
Copy All PropertiesExport 49-column tab-separated table of all objects
Select AllSelect all objects on stage
Add Position TagPlace a named position marker

Right-click on Timeline Bar

ActionDescription
Copy / Paste / DuplicateClone animation bars
Repeat×2, ×3, ×5, ×10, or Custom
Split at PlayheadDivide bar at current time
Trim Start / Trim EndRemove portion before/after playhead
Combine with NextMerge adjacent animation bars
DeleteRemove the animation bar

52 PWA / Desktop App

Animation Stage is a Progressive Web App. Click Install App in the toolbar when available to install it as a standalone desktop application. It launches from your dock/taskbar like a native app and supports offline use via service worker caching.

The PWA manifest (manifest.json) defines the app name, icons, and display mode. The service worker (sw.js) handles asset caching for offline capability.

53 Panel Docking

Floating panels automatically dock into the right panel when opened.

  • When a floating panel opens, it appears inside the right panel
  • Click the ↗ undock button to pop it out as a floating window
  • Drag a docked panel to undock it and move it freely
  • The dock area auto-hides when no panels are docked

Panels That Support Docking

All JointSystem panels (Assembly, Movements, Poses, Smart Cut, Body Stencil, Body Slicer, Guided Rig, Armature, Tune, Expressions), Rigging panels (Deform, Influence, Edit Points, Warp), and the Teach Me help panel.

A Appendix A: File Structure

FilePurpose
index.htmlMain HTML file with all UI markup
css/styles.cssComplete stylesheet
js/utils.jsUtility functions (math, color, toast, easing)
js/stage.jsCanvas stage engine (zoom, pan, grid, rulers, render)
js/rigging.jsImage rigging/deformation system
js/animation-parts.jsPre-built character/body-part animations
js/objects.jsObject model, properties, layers, groups, boolean ops
js/objects-flex-rig.jsFlex Rig Mode handles for posing existing Pose Armature joints
js/animations.jsAnimation engine, all animation types, playback
js/timeline.jsTimeline UI, bar editing, recording, playback controls
js/tags.jsPosition/object/zone tag system
js/ai-mode.jsAI Mode NLP engine, LLM integration
js/export.jsExport to HTML5/Video/GIF/JS/Python/Project
js/easing-editor.jsVisual cubic-bezier easing curve editor
js/template-library.js12 built-in animation templates
js/audio-timeline.jsAudio track, waveform, playback sync
js/keyframe-editor.jsVisual keyframe point editor
js/path-animation.jsPath-follow animation system
js/teach-me.jsTeach Me chat assistant
js/app.jsMain App class (initialization, events, shortcuts)
js/app-search.jsApp Search (Spotlight-style UI finder)
js/joint-system.jsJoint Assembly, movements, tune, Smart Cut
js/smartart.jsSmartArt module
js/smartart-ai.jsSmartArt AI integration
manifest.jsonPWA manifest (name, icons, display mode)
sw.jsService worker for offline caching

B Appendix B: Browser Requirements

  • Modern browser with HTML5 Canvas support (Chrome, Firefox, Safari, Edge)
  • JavaScript enabled
  • For export features: Fetch API and Blob support
  • For PWA: Service Worker support
  • For audio: Web Audio API support
  • Recommended: Chrome or Edge for best File System Access API support (Save/Load)
Animation Stage User Manual  ·  Version 1.0  ·  April 2026  ·  53 Sections + Appendices
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