FoundryInk Academy Academy / Animation course
Animation course

Reuse Motion With Actions

Some motions you make again and again: a wave hello, a walk cycle, a signature little bounce. Animating them from scratch every time is a waste of a good afternoon. The Actions panel lets you record a motion once and Apply it onto the timeline whenever you need it, as many times as you like. This page walks the whole panel, the tabs, the Mainline row, recording, stamping, renaming, deleting, and reading the key counts, so you build a reusable motion library you will lean on forever.

Read time about 14 min

1Why reuse motion

A recurring character does the same things across a whole project: waves, walks, nods, shrugs. If you hand-key each one every time it comes up, you redo the same labour endlessly and, worse, they come out slightly different each time. An Action solves both problems, you animate the motion once, save it, and stamp identical copies wherever you need them. Consistency and speed in one feature. It is the closest thing to copy-and-paste for movement.

Reusable Actions shine most on your leading characters. A hero who appears in every scene earns a small library of their signature moves.
Pro note
Animate the wave once, wave it forever. This is me, waving, using an Action I made ages ago. Probably.

2Open the Actions panel

Actions are in the Actions panel inside the rigging surface, the same panel where smart bones are created. Open it and you will see a list of saved motions, a naming field, and a permanent row up top. This panel is where all reusable motion is managed, so it helps to know every part of it. The rest of this tutorial walks the panel piece by piece, top to bottom.

The Actions panel in the inspector's Draw tab: filter tabs, Mainline, saved Actions and the name box.
The Actions panel in the inspector's Draw tab: filter tabs, Mainline, saved Actions and the name box.See the full screen
Actions belong to the rig, so you build and apply them where the character's bones live. A recurring character carries its Actions library with it.
Pro note
One panel, all your saved moves. Get comfortable here and half of animating a regular becomes stamping, not keying.

3The three tabs

Across the top of the panel sit three tabs that filter the list. All shows everything you have made. Regular shows only plain motion Actions, the waves and walks you stamp onto the timeline. Smart Bones shows only smart-bone actions, the ones driven live by a control bone's dial. Flip to the tab that matches what you are hunting for, so a long library stays easy to scan.

The Regular tab selected, leaving only Wave under Mainline.
The Regular tab selected, leaving only Wave under Mainline.See the full screen
Regular Actions and Smart Bones are both made in this panel but do different jobs. Regular Actions stamp keys onto the timeline, smart bones drive a pose from a control bone. The tabs keep the two kinds from cluttering each other.
Pro note
All, Regular, Smart Bones. When the library gets long, the tabs are how you find the wave without scrolling forever.

4The Mainline row

At the top of the list is a permanent row called Mainline, and it never goes away. The Mainline represents your actual scene timeline, the animation the viewer sees, as opposed to the tucked-away recording space of an individual Action. It is the row you return to when you are done recording a move, the way back to your real scene.

Mainline, the permanent first row, which stands for the scene's own timeline.
Mainline, the permanent first row, which stands for the scene's own timeline.See the full screen
The Mainline is not something you make or delete, it is always there. It is simply the panel's way of showing you which timeline you are currently working on.
Pro note
Mainline is home. Whenever you finish fiddling inside an Action, this is the row that takes you back to the real scene.

5Recording here versus the main timeline

The Mainline row tells you where your keys are landing with two little states: recording here and main timeline. When an Action is selected for recording, your poses go into that Action's private space, not the scene. When the Mainline reads main timeline, your poses land on the real scene the viewer watches. Always glance here before you pose, so you know whether you are building a reusable move or animating the actual shot.

Wave selected instead, and Mainline reading main timeline, so poses go into the Action.
Wave selected instead, and Mainline reading main timeline, so poses go into the Action.See the full screen
This is the single most important thing to watch in the panel. Posing while the wrong space is active is the classic mix-up, either your Action stays empty or your scene fills with keys you meant to save aside.
Pro note
Check the Mainline before every pose. Recording here means it goes into the Action, main timeline means it hits the real scene.

6Name it and Add action

To make a reusable move, first give it a name. Type something clear into the Action name field, wave, walk-cycle, big-shrug, then click Add action to create it. A new row appears in the list carrying an Action badge, and the panel switches into recording that Action, so the Mainline now reads recording here. You are inside a fresh, empty recording space, ready to build the motion.

A name typed in the Action name box, ready for Add action.
A name typed in the Action name box, ready for Add action.See the full screen
Name it for the motion, not the scene. Call it wave, not sarah-waves-scene-4, because you will reuse this move across many scenes.
Pro note
Name it plainly. A library full of clear names, wave, walk, nod, is a joy. A library of action-1, action-2 is a puzzle.

7Record a wave

With the new Action recording, animate the wave just as you would any motion: pose the arm at the playhead, step forward, pose it again, and let the keys build across a few frames. Make it a clean, self-contained loop of the hand going up, swinging side to side, and coming down. Because you are recording into the Action's own space, none of this touches your scene yet. When the wave looks right on its own, you have a reusable move in the bank.

The Wave Action selected while posing the arm, its keys held inside the Action.
The Wave Action selected while posing the arm, its keys held inside the Action.See the full screen
Keep a reusable Action generic and centered. A wave that does not drag the whole body sideways will drop cleanly into far more scenes than one baked to a specific spot.
Pro note
Pose, step, pose. Build the wave once, carefully, because every future wave is going to be a copy of this one.

8Record a walk cycle

A walk cycle is the Action every animator wants in the bank. Add a new Action named walk-cycle and record a single loop: contact, down, passing, up, then back to contact on the other foot. Keep it cycling in place rather than travelling across the stage, so it drops into any scene cleanly. Once the loop reads well, you have a walk you can stamp under a character anywhere they need to move, over and over.

Record the walk stepping in place, not crossing the stage. You add the travel in the scene afterward, which keeps the Action reusable everywhere.
Pro note
A good in-place walk cycle is gold. Bank one and you will stamp it into scenes for the rest of the project.

9Apply it to the timeline

Now the payoff. Put the scene playhead where the motion should begin, then on the Action's row click Apply to stamp its keyframes onto the timeline. The hover tip says it plainly, it stamps these keyframes onto the timeline, and that is exactly what happens: the wave or walk lands on your real scene starting at the playhead. Need it again later? Move the playhead and hit Apply again. One recording, unlimited stamps.

Apply on the Wave row, which stamps its keys onto the scene from the playhead.
Apply on the Wave row, which stamps its keys onto the scene from the playhead.See the full screen
The Wave applied scene, where the stamped keys make Kitt wave.
The Wave applied scene, where the stamped keys make Kitt wave.See the full screen
Apply drops the keys at the current playhead, so position it first. Stamp the same Action at several points to repeat a motion, like a character waving twice in one scene.
Pro note
The key button is Apply. Playhead where you want it, one click, and the whole move lands on your scene.

10Read the key counts

Each Action row shows a small readout like N keys, telling you how many keyframes that motion contains. It is a quick health check: a wave you expected to be a dozen keys showing zero means you recorded into the wrong space and it is empty. A walk cycle with a sensible key count is one you can trust to stamp cleanly. Glance at the counts to confirm your Actions actually captured what you posed.

The Wave row's key count, showing the 10 keys it holds.
The Wave row's key count, showing the 10 keys it holds.See the full screen
A key count of zero is the tell that your poses went to the main timeline instead of the Action. Check the Mainline state, then re-record with the Action selected.
Pro note
Zero keys means an empty Action. If a move you swear you recorded reads zero, you were posing on the main timeline.

11Know your kind badges

Every row wears a badge telling you what kind of thing it is: Action for a regular reusable motion you stamp with Apply, or Smart bone for a pose driven live by a control bone. The badge saves you from stamping a smart bone by accident or trying to dial a plain Action. Paired with the tabs, the badges keep a busy library legible at a glance, so you always know which lever a row is.

Elbow fix with its Smart bone badge, a pose driven by a control bone.
Elbow fix with its Smart bone badge, a pose driven by a control bone.See the full screen
A Smart bone row also carries its own controls, the Control bone select and the Dial range, rather than being stamped. If a row has those, it is a smart bone, not a stampable Action.
Pro note
The badge is the label on the tin. Action means stamp it, Smart bone means dial it. Never mix the two up.

12Rename by double-click

Names drift as a project grows, so tidy them. Double-click an Action's name in the list to edit it in place, then type the better name and confirm. Renaming does not touch the recorded motion at all, it just relabels the row, so rename freely to keep the library clear. A quick pass renaming vague rows into wave, walk-cycle, and shrug pays off every time you go looking for a move.

Rename early and often. A library you can read is a library you actually reuse, and a wall of unclear names is one you abandon.
Pro note
Double-click, rename, done. Keeping the names honest is boring for two minutes and a lifesaver for the whole project.

13Delete what you do not need

Half-finished experiments and one-off tests pile up, so prune them. Delete an Action from its row to remove it from the library, clearing the clutter so the moves you actually reuse are easy to find. Deleting an Action removes the saved recording, but motion you already stamped onto the scene with Apply stays put, those keys are on the timeline now and are yours to keep. So it is safe to tidy aggressively.

The trash button at the end of an Action's row, which deletes it and its recording.
The trash button at the end of an Action's row, which deletes it and its recording.See the full screen
Deleting an Action does not undo the stamps you already applied. The keyframes you laid onto the scene are independent copies, so pruning the library never disturbs finished shots.
Pro note
Prune boldly. Deleting the source Action leaves your already-stamped scenes untouched, so a tidy library costs you nothing.

14Build a reuse library

Put it together and you have a personal motion library for each character: a wave, a walk cycle, a nod, a shrug, a signature flourish, each recorded once, clearly named, and ready to Apply. Good libraries are small, generic, and honestly labelled, so any move drops cleanly into any scene. Once yours is stocked, animating a regular character shifts from keying everything to stamping the routine bits and hand-animating only the moments that are truly new. That is the win.

Grow the library as you go. Every time you animate a motion you can imagine using again, spend the extra minute to record it as an Action.
Pro note
A shelf of ready moves per character. Stamp the routine, hand-animate the special. That is working smart, and it feels great.

Bank a reusable move

Name, record, stamp, tidy. Links into the app. Saved on this device.

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Actions questions

An Action is a recorded motion you save once and reuse. You animate a move like a wave or a walk in the Actions panel, and then stamp its keyframes onto the timeline with Apply whenever you need it. It is copy-and-paste for movement, keeping every use identical and saving you from re-keying.

All shows every item in the panel. Regular shows only plain motion Actions, the ones you stamp onto the timeline. Smart Bones shows only smart-bone actions, which are driven live by a control bone's dial rather than stamped. The tabs keep a long library easy to scan.

The Mainline is a permanent row representing your actual scene timeline. It shows two states: recording here, meaning your poses go into the selected Action's private space, and main timeline, meaning your poses land on the real scene. Always check it before posing so you know where your keys are going.

Type a name into Action name and click Add action, which creates the row and switches the Mainline to recording here. Then pose the motion across frames just as you normally animate. Because you are recording into the Action's own space, none of it touches your scene until you Apply it.

Move the scene playhead to where the motion should start, then click Apply on that Action's row. It stamps the Action's keyframes onto the timeline beginning at the playhead. Move the playhead and click Apply again to reuse the same motion as many times as you like.

You posed while the main timeline was active instead of the Action, so the Action stayed empty and your keys went to the scene. Check the Mainline state reads recording here with the Action selected, then record the motion again. The N keys readout confirms it captured.

Double-click the name in the list to edit it in place, then type the new name. To delete, remove the Action from its row. Renaming only relabels the row, and deleting removes the saved recording. Neither touches motion you already stamped onto the scene with Apply.

No. Applying an Action lays independent keyframes onto the timeline, so those stay put even after you delete the source Action. That means you can prune your library freely without disturbing any finished shot.

Both are made in the Actions panel, but an Action (Action badge) is stamped onto the timeline with Apply, while a smart bone (Smart bone badge) is driven live by a control bone through a dial range. Use Actions to reuse whole motions, and smart bones to fold a pose onto a single dial.

Your motion library is open

Name it, record it on the Mainline, stamp it with Apply, and tidy it with a double-click rename or a delete. You have turned repetitive keying into a library of moves you reuse in a click. Next, learn how references and live instances let one rigged character appear in many scenes at once.