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Make your character move

Last updated: 8 August 2026

Yes, you can make your character wave, walk, jump and dance. And the fiddly part is already done for you.

This page explains what that means, what you can and cannot make it do, and where to start in each program.

What animating actually is

Animating sounds hard. It is really one idea: put your character in a pose, save it, move time forward a bit, put it in a different pose, save that too. The program fills in everything in between.

Those saved poses are called keyframes. A wave is about four of them. That is the whole idea.

Why your character is ready for this

To animate something, three things have to be true. All three already are:

The body is in separate piecesYes — 6 to 9 of them
Each piece turns from the right spotYes — arms at the shoulder, legs at the hip, head at the neck
The pieces are joined to the bodyYes — turn the body and everything follows

That middle one is the part people usually have to set up by hand, and it is the part that goes wrong. If a shoulder is in the wrong place, the arm swings from the character's hip instead and looks broken. Yours are already in the right places.

You might hear that you need a "rig" or a "skeleton". You do not. Those are for characters made of soft, bendy skin that has to stretch — like a person in a cartoon film.

Your character is made of solid blocks. Blocks do not bend, so there is nothing to set up. You turn whole pieces instead. This is how blocky game characters have always been animated.

What you can make it do

Plenty:

What it cannot do

Worth knowing now rather than after an hour of trying:

Small turns look better than big ones. When you turn a block a long way, you can start to see a gap where it meets the body, or a corner poking through.

This is normal for blocky characters — Minecraft does exactly the same thing and nobody minds. Keep arm and leg swings gentle and you will never see it.

Where to start in each program

Blender — the best one for this

Open your character (see the Blender guide). Then:

  1. Pose your character

    Click an arm and press R to turn it.

  2. Save the pose

    Press I and choose Rotation. You have made your first keyframe.

  3. Move forward in time and do it again

    Drag the blue marker along the strip at the bottom. Turn the arm somewhere new. Press I again.

  4. Watch it

    Press the spacebar. Your character moves between the poses on its own.

When you are happy, you can export it as a .glb again with the movement saved inside.

Godot — good if you are making a game

Follow the Godot guide to bring your character in and unlock its body parts. Then add an AnimationPlayer to your scene.

It works the same way as Blender: pose a body part, save a keyframe, move along, pose it again. It saves the same Rotation numbers you were typing in by hand.

Roblox Studio — a bit more work

Studio does not animate loose parts. It needs them joined together first with something called Motor6D, which is Roblox's word for a joint that can move.

Roughly, you:

  1. Join the parts

    Add a Motor6D between each body part and the body — arm to body, head to body, and so on.

  2. Add a Humanoid

    Put a Humanoid inside your model, in the Explorer list.

  3. Open the Animation Editor

    Now Studio's animation tools will work on your character. They work on non-human shapes too, as long as the parts are joined with Motor6D.

This is the most fiddly of the three. If you have never done it before, try it in Blender or Godot first so you can see it working.

A tip that makes animation look good

Move more than one thing. A wave where only the arm moves looks stiff. A wave where the arm moves, the head tilts a little, and the body leans a tiny bit looks alive.

You do not need big movements. Small ones on several body parts beat one big one every time.

← Make a character

Notes

The Roblox Studio steps are based on Roblox's own creator documentation, which states that the Animation Editor works on human and non-human rigs as long as the moving parts are connected with Motor6D joints. The Blender and Godot steps were run against real characters made on this site. Menu names in all three programs change between versions.