The Ball
Placing the ball, its Movement and Attachment tracks, dribbling with a player, and releasing it.
Placing the Ball
- Click Add Item in the top toolbar and choose Ball.
- Click on the pitch where the ball should start.
- Click the ball to select it — a gold ring appears under it.
The ball rolls realistically as it moves — no manual spinning needed.
The Ball's Track
You can have several balls on the pitch at the same time — each one gets its own id and its own track (Ball 01, Ball 02…). The selected ball's track has these lanes:
- Movement — position keys, exactly like players. Between keys the ball travels along its path (straight, curve, or with an arch for lofted passes).
- Attachment — makes the ball follow a player (or another ball), and releases it.
- Graphic — the ball's movement arrow on/off (gold by default).
Like every item, the ball's keys belong to the branch you have open — each branch has its
own timeline, so the same ball can be passed differently in different branches. Switching branches commits
your work into the branch you are leaving first, so nothing is lost. On a child branch the ball's first key
at 00:00 is locked (🔒) — inherited from where the parent branch ended.
Attaching the Ball to a Player
An attached ball "dribbles" with a player: it stays just in front of the player, following every move.
- Select the ball.
- Click Key Attachment on its track (or the Attach button in the item menu).
- The prompt says "Select a player to attach the ball to" — click the player on the pitch.
- An attach key is recorded at the playhead second. From that second on, the ball follows the player.
Running Key Attachment again and picking another player changes the carrier at that second. The same prompt also offers Detach (release the ball) and a red Cancel button that dismisses it without keying anything.
Releasing the Ball
- Move the playhead to the second where the pass happens.
- Click Key Attachment again, then choose Detach (or use Detach in the item menu).
- A detach key (
none) is recorded — from that second the ball is free, starting from the player's release point. - Key its next position (e.g. to a team-mate) and watch the pass play out.
Passes Are Animated — No Teleporting
When the ball changes carrier (attach player A → attach player B) or is released (attach → detach), it glides from the old carrier to the new destination instead of instantly appearing there:
- Attach → attach: the ball leaves the first player's foot at the new attach key's time and glides to the next player over about 1 second (or until the next attachment key, whichever comes first).
- Attach → detach: the detach key is where the interpolation starts. The ball leaves from where it actually was released and glides to its next keyed position — following that stretch's own curve and arch settings, so a pass with a keyed landing animates fully.
- Until you key a landing, a released ball stays where it was released rather than drifting back to an older key of its own.
- If you place a ball position key at the exact detach second, that spot is the release point (the ball starts its flight from there).
- Space your attach keys ~1s apart to see the pass flight clearly.
Making a Lofted Pass (Arch)
- Key the ball's start position (A).
- Move the playhead forward, key the landing position (B).
- Click the segment between the two keys.
- Set Arch on, then raise arch height (0–10) — the ball lifts off the ground mid-flight — and adjust arch peak (0–1) to decide where along the path the peak happens.
Arrival Height (Headers, Volleys, Crosses)
Height is stored on each keyframe. Click a movement key (no drag) to open its height editor — a slider that sets how high the ball is at that key (0–10 m, 10 cm steps). 0 = ground. It also chains: the next key starts from whatever height the previous one ended at, so a keeper can catch a cross at 2 m and then throw from that height.
- Key the ball where the flight starts, then key where it lands.
- Click the landing key and set Height — e.g. 2 m for a headed ball arriving at a striker's head.
- Add Arch on the segment between the keys to make it fly up and come down onto that height, and Arch Peak to place where the highest point happens.
Ball Colour, Visibility & Copy
- With the ball selected, the Ball panel at the bottom-right of the viewport sets its Colour (default white) and a Visible checkbox.
- Turn Visible off to hide the ball completely — a hidden ball is not drawn and cannot be clicked on the pitch. Tick it again to bring it back.
- Copy / Paste works like players — copy the ball, paste its parameters onto another ball (previous / current / next keys). The app blocks pasting ball data onto players or zones.