What Keyframe Did the DOORS Devs Use in Roblox?

Short answer: The DOORS developers didn’t rely on a single named “keyframe” value you can copy-paste. Instead, they used animated door hinges viaKeyframeSequence / Animation objects (or in some cases TweenService with CFrame tweens) to get smooth, cinematic door motion, especially in cutscenes and the intro.

Quick Scoop: The Core Technique

The devs’ door animation system is built around Roblox’s animation infrastructure :

  • Door rotations are defined as keyframes inside a KeyframeSequence asset.
  • Each keyframe stores:
    • A time (e.g., 0.0s, 0.5s, 1.0s)
    • A target CFrame or rotation value for the door hinge.
  • The animation is played via an Animation object and AnimationController, which drives the door’s Parent.Hinge (or similar joint) over time.

This is different from just “tweenting a CFrame in a loop” — it’s a pre- baked animation with explicit keyframes , which is why the doors feel so slick in cutscenes.

“KeyframeSequence stores all of the Keyframes and other data for the animation.”

How It Actually Works in DOORS

1. KeyframeSequence + Animation (Cutscene Doors)

In the intro/cinematic scenes:

  • The door has a hinge joint (e.g., a Hinge or custom motor).
  • The team created an animation asset in Roblox Studio:
    • Open the door from 0° to ~90° (or whatever angle they wanted).
    • Set keyframes at specific times.
  • The script:
    • Loads that KeyframeSequence into an Animation.
    • Plays it on a AnimationController attached to the door/hinge.
  • Result: the door moves with smooth, pre-defined keyframes instead of a manually coded loop.

This is the method that gives DOORS its signature “cinematic door” feel.

2. TweenService + CFrame (In-Game Doors)

For regular player-interactable doors:

  • Many devs (and likely DOORS in some places) use TweenService to animate the door’s CFrame:
    • Target CFrame = open position (rotated around hinge).
    • Tween duration = e.g., 0.6–1.0s.
    • EasingStyle = Out or Back for that “snappy” door.
  • This is not a KeyframeSequence per se, but it’s still a time-based animation with start/end states and intermediate “frames” computed by the tween engine.

So when people ask “what keyframe did they use?”, the answer is:

They didn’t use one universal keyframe; they designed keyframes in an animation asset for cinematic doors, and used tweening for regular doors.

Why This Matters for DOORS’ Vibe

  • Cinematic doors : Pre-baked keyframes in KeyframeSequence = consistent, smooth, “movie-like” motion.
  • Regular doors : Tweens = fast, responsive, and still smooth.
  • Combined, this gives DOORS:
    • A dark, deliberate intro (slow, perfectly timed keyframes).
    • A tense hallway experience (quick but smooth tweened doors).

TL;DR

  • No single “keyframe value” like CFrame.new(0,0,0) defines all DOORS doors.
  • The devs used:
    • KeyframeSequence animations for cinematic doors (cutscenes, intro).
    • TweenService with CFrame tweens for interactive doors.
  • If you want to recreate DOORS-style doors:
    • Make a hinge joint for the door.
    • Create an animation in Studio with keyframes at 0s, 0.5s, 1s, etc., rotating the hinge.
    • Play it via AnimationController, or alternatively tween the door’s CFrame with TweenService.

Information gathered from public forums or data available on the internet and portrayed here.