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This object stores all the Keyframes for an animation, determines if the animation is looped, and determines its priority against other animations.

What is a Keyframe Sequence?

The animation data Roblox uses in the playback of an animation, referenced by the Animation/AnimationId property, is constructed from a KeyframeSequence. Every animation has a KeyframeSequence associated with it. KeyframeSequences are usually created by the Roblox Animation Editor but can be created through other plugins or even manually. Once uploaded to Roblox, their Content ID is used for the Animation/AnimationId property.

Note, in most cases developers do not need to manipulate KeyframeSequences as the animation editor covers most animation functionality. However, in some cases a developer may wish to generate an animation from a Script or build their own plugin.

KeyframeSequence Properties

The priority and looped animation settings are set by KeyframeSequence/Priority and KeyframeSequence/Loop. Note these can be eventually overwritten by the AnimationTrack properties.

The length of an animation is determined by the last Keyframe in the sequence, meaning the Keyframe with the highest Keyframe/Time property.

KeyframeSequence Structure

KeyframeSequences are a container that hold Keyframes. Keyframes represent a ‘key’ frame in the animation, that are interpolated between during playback.

Keyframes contain Poses. Poses are specific to each BasePart being animated and contain the CFrame applied to the Motor6D connecting to the part. Poses are named according to the BasePart they correspond with. For this reason, animations require distinct part names to play correctly.

Poses are structured based on joint hierarchy. Each Pose is parented to the Pose corresponding to the part it is attached to. In practice, this means the poses branch out from the root part. See below for a visual example.

Using KeyframeSequences when making animations

KeyframeSequences must be first uploaded to Roblox before they can be played. This can be done by right clicking on the KeyframeSequence and clicking ‘Save to Roblox’. Alternatively, Plugin/SaveSelectedToRoblox can be used. This will bring up the animation upload window.

In some cases, a developer may want to preview an Animation before uploading it to the Roblox site. This can be achieved by generating a temporary id using KeyframeSequenceProvider/RegisterKeyframeSequence. This will generate a hash id that can be used for localized animation testing.

Obtaining KeyframeSequences

In some cases the developer may wish to download the KeyframeSequence corresponding to an existing uploaded Animation. This can be done so using KeyframeSequenceProvider/GetKeyframeSequenceAsync.


Name Type Description

Determines whether the animation created from the KeyframeSequence will be looped by default. When set to true the animation will continuously repeat each time the animation finishes.


Determines the default priority of an animation created from the KeyframeSequence.

Inherited from Instance

Archivable ClassName DataCost Name Parent RobloxLocked


Name Type Description

This function adds a Keyframe to the KeyframeSequence by parenting it to the KeyframeSequence.


This function returns an array containing all Keyframes that have been added to a KeyframeSequence.


This function removes a Keyframe from the KeyframeSequence by setting its parent to nil.

Inherited from Instance

ClearAllChildren Clone Destroy FindFirstAncestor FindFirstAncestorOfClass FindFirstAncestorWhichIsA FindFirstChild FindFirstChildOfClass FindFirstChildWhichIsA GetChildren GetDebugId GetDescendants GetFullName GetPropertyChangedSignal IsA IsAncestorOf IsDescendantOf WaitForChild