Gravity Realms

Create · Developer guide

Avatar Movement

Animation preparation and runtime boundaries.

Documentation reviewed September 25, 2026 · Public submissions closed

Movement gives an avatar personality, but a custom animation must cooperate with navigation, speaking, existing poses and other players.

Current support

The viewer has built-in locomotion and actions. The private emotion pilot includes authored head and upper-arm gestures; it does not move the feet or avatar position. Arbitrary full-body clips, dances and custom movement uploads are not available. No downloadable animation rig or public retargeting contract is released.

Prepare an animation study

  1. Use a rig you are licensed to author with. Do not copy or redistribute the site's purchased source body.
  2. Keep a neutral reference pose and record the rig revision, frame rate, duration and intended loop behavior.
  3. Start and finish a one-shot action in a compatible pose. For loops, inspect the last-to-first-frame transition.
  4. Keep the character in place for an in-place motion study. Record any intended root motion separately; do not assume the runtime will accept it.
  5. Check foot contact, joint limits, hand intersections and deformation with fitted clothing.
  6. Keep only required animation channels in an export copy. Retain the original editable action separately.

Integration requirements

  • Preserve avatar navigation and collision ownership. A clip must not teleport the player or change movement permissions.
  • Do not bake camera movement, body scale changes or a new eye height into an animation.
  • Define how the action starts, blends, cancels and returns to idle. Test repeated triggers and interruptions.
  • Allow speech and facial expressions to work without destructive overrides.
  • Respect Reduced Motion and provide a restrained alternative for large gestures.
  • Verify behavior for remote participants, reconnects and avatar changes before claiming compatibility.

Test matrix

Test idle → action → idle; walk/run → action; interruption by another action; switching avatar; reconnect; clothing combinations; mobile and lower-end playback; and Reduced Motion. Record expected versus observed results, not just a promotional video.

Export status

Keep your native animation source and a preview video for now. Clip format, exact skeleton, naming rules, retargeting, root-motion policy and duration/keyframe limits require a published versioned kit. This guide does not provide a working import API or promise that a generic FBX/glTF clip will load.