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Animations & triggers

Togenar plays the animation clips baked into your models (glTF animations authored in Blender or your DCC tool) — the platform triggers and controls them; it doesn’t author keyframes.

Step 1/5

Togenar plays the animation clips baked into your model — open the Editor tab to drive them.

Animations & triggers
Step 1 of 5
  1. Togenar plays the animation clips baked into your model — open the Editor tab to drive them.
  2. The Animation panel lists every clip the model ships with, each with its duration and preview controls.
  3. On scene load decides what happens the moment the scene appears. Trigger-driven is the default: a door stays closed until something asks it to open.
  4. Play, Loop and Stop preview a clip while you author, at the speed you choose — what you test here is what shoppers get.
  5. Copy the clip name and bind it where the motion belongs: a marker, a configurator option, or a UI button.

Export your GLB with its animation clips included. Preview the model in the editor and the clips appear in the Animation tool panel — each with its duration, Play / Loop / Stop preview controls and a speed slider, plus a copy button for the clip name (that’s the name you bind triggers by). A model without clips simply shows no animation.

The panel’s On scene load setting decides what happens the moment the scene appears, per scene:

  • Play nothing — triggers only (default) — clips wait for a marker, option or button. This is what mechanisms want: the door stays closed until the hinge hotspot is tapped.
  • Autoplay all clips — every clip starts playing on load.
  • Loop one clip as idle — one chosen clip loops as ambient motion (a fan spinning, a fabric sway) while everything else stays trigger-driven.
  • From an annotation — in the marker’s Animation section, pick a clip and it plays when the marker is tapped. Tap the hinge hotspot, the door opens. See Annotations.
  • From a variation (configurator) — Animation on select in the variation panel plays a clip when the shopper picks that variation.
  • Play modes — Play once, Loop, Toggle (open / close) — keep product mechanisms honest: a drawer should open once, not loop like a screensaver.

A variation set to Toggle publishes a state switch under that option in the picker: the shopper reads whether the door is open and sets it directly, instead of re-tapping the swatch to invert an unseen state (Picker modes). A storefront running its own panel drives the same state with setAnimationState().

Editor and published viewer behave the same

Section titled “Editor and published viewer behave the same”

The same animation controller drives the editor preview and the public viewer, so what you test while authoring is exactly what shoppers get. Marker interaction is click-safe: dragging to orbit across a marker doesn’t accidentally fire its animation — only a real click/tap triggers.

AR hands the model to the system viewer (iOS Quick Look, Android Scene Viewer), and system viewers have no buttons or triggers — whatever the AR asset carries plays on its own, on a loop, with no way for the shopper to pick a clip.

What the asset carries is a per-project setting in WebAR settings (AR animation):

  • First clip loops (default) — both platforms loop the model’s first moving clip. Author the motion you want shown as the first clip in your export.
  • Still, no animation — the asset ships without animation and the product stands in its rest pose. This is the setting for parts that move on a control — doors, drawers, dials — which would otherwise loop open and shut in front of the shopper.

Marker, option and button triggers apply to the viewer and embeds — not inside AR.

  • Keep clips short and purposeful (open/close, extend/retract). They demonstrate function; they aren’t ambient decoration.
  • Name clips clearly in your DCC tool — that’s the name you’ll bind by.
  • Test on a phone: touch targets are smaller and the tap-vs-orbit distinction matters more there.