Placing Players, Ball & Objects

Add players, the ball, cones, targets, and zones to the pitch. Move, select, and remove items.

Placing Players

  1. In the left panel, click Player under Field Objects.
  2. Click anywhere on the pitch to place the player.
  3. The player is added to the currently selected team (Home or Away).
  4. New players are added to all phases — they'll appear in every phase of your scenario.
Tip: Players are rendered as 3D GLB models on the pitch. Their kit colors come from the assigned team's 4-color system (shirt, shorts, socks, shoes). See Team Management for details.

Player Focus (Look Direction)

Each player has a facing direction — which way they're looking. When a player is selected, a Focus panel appears on the right side of the screen with three modes:

Mode Behavior
AutoPlayer automatically faces their movement direction (default). No setup needed.
ManualClick a point on the pitch and the player faces that location. A locator pin marks the spot.
AttachPlayer continuously looks at another item (player, ball, cone, or target) — even during animation.

Manual Mode

  1. Select a player on the pitch.
  2. In the Focus panel on the right, click Manual.
  3. Click anywhere on the pitch to set the look direction. A locator pin appears at the chosen spot.
  4. The player rotates to face that point. Click again to change it.

Attach Mode

  1. Select a player on the pitch.
  2. In the Focus panel on the right, click Attach.
  3. Click any item on the pitch (another player, the ball, a cone, or a target).
  4. The player now continuously faces that item — the facing updates every frame, even during animation playback.
  5. The Focus panel shows which item the player is looking at. Click Change to pick a different target.
Tip: Attach mode is great for goalkeepers tracking the ball, or defenders watching an attacker. The player's facing updates in real time as the target moves during animation.

Player Actions (Overlay Animations)

Each player can have overlay animations — actions like waving, kicking, or shouting that play on top of their base movement pose (stand/walk/jog/run). When a player is selected, an Action panel appears on the right side below the Focus panel.

Adding an Action

  1. Select a player on the pitch.
  2. In the Action panel, click + Add. A new action appears with a default "Wave Left" animation and trigger point at 0.50.
  3. Click the action's icon to open the action picker modal.
  4. Choose from the available actions: Wave Left, Wave Right, Kick Left, Kick Right, Header Left, Header Right, Header Straight, or Shout.

Setting the Trigger Point

Each action has a trigger slider (0.0–1.0) that determines when during the phase transition the action plays:

Trigger When it plays
0.0At the very start of the transition
0.5Halfway through the transition (default)
1.0At the very end of the transition
0.3About a third of the way through

When the playback reaches the trigger point, the action animation plays once through its full clip duration, mixed additively on top of the base movement pose. So a player can run and wave at the same time — the movement pose continues underneath the overlay action.

Tip: The action plays once and then stops. If you scrub the timeline back before the trigger point, the action resets and can be triggered again.

Deleting an Action

Click the red trash icon next to any action to remove it.

Moving Items

There are two ways to move an item:

  • Drag — Click and hold an item, then drag it to a new position. Orbit controls are disabled while dragging.
  • Select + Click — Click an item to select it (blue ring appears), then click the destination on the pitch.
Tip: When you drag a player, it's automatically selected. The selection ring follows the item.

Placing Balls

KickViz supports multiple balls in a single scenario. Each scenario stores a balls array, and every ball has its own unique id.

  1. Click Ball in the Field Objects menu.
  2. Click on the pitch to place a ball. Each new ball gets its own id.
  3. The placed ball is automatically selected — you can immediately click again to reposition it, or place additional balls.
  4. Repeat to add as many balls as your drill requires (e.g. one per station in a rotation).
Note: Balls are stored per phase in the balls array. Each ball is tracked by its id, so a ball's position carries consistently across phases when the same id is present. Ball positions are independent for each phase.

Placing Cones

  1. Click Cone in the Field Objects menu.
  2. Click on the pitch to place an orange cone.
  3. Cones are added to all phases (like players). Each cone gets a unique ID.

Placing Targets

  1. Click Target in the Field Objects menu.
  2. Click on the pitch to place a red target marker.
  3. Targets are added to all phases (like players and cones).

Placing Zones

Zones are colored polygon areas for highlighting tactical regions (defensive blocks, pressing triggers, passing lanes, etc.).

  1. Click Zone in the Field Objects menu.
  2. Click on the pitch to add vertices one by one.
  3. Double-click (or press confirm) to close the polygon.
  4. Use the color picker and opacity slider to style the zone.
Tip: Zones use a matte finish so they don't distract from players. For full details on editing vertices, moving zones, and opacity control, see the Zones & Areas tutorial.

Selecting Items

  • Single click on any item to select it. A blue glowing ring appears underneath.
  • Click on empty pitch to deselect.
  • Click the same item again to toggle selection off.
Selection priority: When items overlap, players, balls, and targets are always selected before zones. If a zone sits under a player, move the player first or use the zone list to select it.

Removing Items

  1. Select Remove mode from the action menu.
  2. Click on any item to remove it.
  3. Removing a player, cone, target, or zone removes it from all phases.
  4. Removing a ball only affects the current phase (other balls remain).

Copy & Paste Between Phases

You can copy an item's full data (position, look direction, path settings, etc.) and paste it into other phases. This is useful for carrying a player or ball setup across phases without manually recreating it.

  1. Select an item on the pitch.
  2. Click Copy. The selected item's complete data is captured. A confirmation toast appears: "Copied phase state for [item name]".
  3. Click Paste. A menu appears offering three target options:
    • Previous — paste into all phases before the current one.
    • Current — paste into the current phase (overwrites the selected item's current data).
    • Next — paste into all phases after the current one.
Tip: Copy captures the item's full data — position, facing, path type, offset, combo, and curve/manual settings — so the pasted phase matches exactly. Paste validates types — you cannot paste ball parameters into a player or vice versa, and player-to-player paste requires matching sides.

Adjusting Height

When an item is selected, use the Height slider in the right panel to set its Y position. This is useful for showing aerial balls or elevated positions.