See here for a definition of assets and here for an explanation of how they are used.
You can generate new TTS (Text-to-Speech) assets via the asset manager panel, under the 'Speech' heading.
A collection of Key-frames that form a segment of animation. Clips can be renamed and copy pasted, every clip is a unique object, instances are not currently supported for Clips
A single variable value that can be animated. Controls in Animator are mapped to matching Control names as defined in a robots hardware configuration see Controls
A clip editing mode where Control value interpolation is visualised as a graph changing over time.
Is a Key-frame property, Step, Linear, and Bezier are supported.
Only interpolation after the Key-frame is effected
Short for field of view, controls the 3D scene camera.
An Animator object which contains a collection of Controls. Within Animator robots are Gadgets, a theatre light could also be a Gadget and there can be many Gadgets within an Animator project.
A key-frame contains a Control value at a specific point in time. Key-frames can be added, viewed, and manipulated from the Timeline panel. A key-frame has an interpolation type
Describes the relation of a TTS (Text-to-speech) asset to a lipsync clip. Linked clips will move together on the timeline. Speech and animation are linked by default.
A special type of clip generated automatically with, and linked to, a TTS (Text-to-speech) asset to animate the robot's speech movements.
A collection of Gadgets, which includes robots visulaised in 3D
A playable file that can output time series data to robot Controls.
Animator projects are used to generate Sequences which can be transfered to robots
Where you can view and edit your animation. Timeline objects can be viewed at three levels of detail: Clips, Key-frames, and Curves