what keyframe did the doors devs use in roblox
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
KeyframeSequenceasset. - 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
Animationobject andAnimationController, which drives the door’sParent.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
Hingeor 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
KeyframeSequenceinto anAnimation. - Plays it on a
AnimationControllerattached to the door/hinge.
- Loads that
- 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
TweenServiceto animate the door’sCFrame:- Target
CFrame= open position (rotated around hinge). - Tween duration = e.g., 0.6–1.0s.
- EasingStyle =
OutorBackfor that “snappy” door.
- Target
- This is not a
KeyframeSequenceper 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:
KeyframeSequenceanimations for cinematic doors (cutscenes, intro).TweenServicewithCFrametweens 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’sCFramewithTweenService.
Information gathered from public forums or data available on the internet and portrayed here.