If your animation contains multiple pivots, we recommend structuring your scene tree hierarchy in a top-down manner. This allows you to apply a single rotation to a group instead of multiple animations to each part.

For more information about re-organizing your scene tree hierarchy, click here.

How to animate multiple pivot points:

The current system works best with a top-down scene tree hierarchy where you have parent groups and parts or sub-groups as children. If the children need to follow the parent group, then a single animation is applied to the parent group. 

The diagram below shows an ideal top-down scene tree hierarchy.

Level 0 is the bottom part level (a chain link or a pivot point).
Level 1 is each subgroup by itself.* 
Level 2 is a group that contains only Subgroup 3 and Subgroup 4.
Level 3 is a group that contains Subgroup 2 and Level 2.
Level 4 is your top group. 

Each subgroup is composed of parts and a single pivot point (these are the children). 


1. If you wish to apply the same rotation** animation to all parts in a subgroup, then you apply a single rotation to the subgroup. 
2. If you wish to apply the same rotation animation to multiple subgroups, then you apply a single rotation to the level that contains the subgroups.
3. You should only apply animations to an individual part (at Level 0) if and only if the animation will not be applied to the entire subgroup.

**"same rotation animation" = a rotation around a specific axis and pivot point that starts and ends at exactly the same time for all parts.