# Configuring the part animation

1. In the Project window, click on the imported FBX object.
2. In the Inspector window, click on the Animation tab.
3. Set `Anim. Compression` to Off.
4. Split the animation into four states in the `Clips` list: `retracted`, `deploy`, `deployed` and `retract`.
   * The retracted and deployed states are a single frame.
   * You should prefix these states with the part name to avoid confusion if multiple parts of the mod contain animation.

 ![](https://docs.ksp2redux.org/api/files.get?sig=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJrZXkiOiJ1cGxvYWRzL2U4YmY4MDA3LWI4OWMtNDJiNy04MzRkLWUwZGQ5NjM2NGM2MC8xMzlhYjc1OC05NzM3LTQ2ZTQtOWU0ZC00Y2VkZTIyMDIwMTYvaW1hZ2UucG5nIiwidHlwZSI6ImF0dGFjaG1lbnQiLCJpYXQiOjE3OTM1MDkyMDAsImV4cCI6MTc5MzU5NTYwMH0.f-RvPEt7Njqxesfq7RUUF2m8jtZwqB0ol8l1b6lUnms " =300x436")


5. Drop the part under `model` and unpack it completely.  
   ![](https://docs.ksp2redux.org/api/files.get?sig=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJrZXkiOiJ1cGxvYWRzL2U4YmY4MDA3LWI4OWMtNDJiNy04MzRkLWUwZGQ5NjM2NGM2MC9mNzRhY2U3My03YWNmLTQ4NDQtYWM0My00OGFmYjNlNDljZGEvaW1hZ2UucG5nIiwidHlwZSI6ImF0dGFjaG1lbnQiLCJpYXQiOjE3OTM1MDkyMDAsImV4cCI6MTc5MzU5NTYwMH0.iG4xTqIQjndqmFpU90j2ETZZ487SVBg_eG8baSDa6Ck " =300x376")
6. In the Part folder, create an Animation Controller.

   ![](https://docs.ksp2redux.org/api/files.get?sig=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJrZXkiOiJ1cGxvYWRzL2U4YmY4MDA3LWI4OWMtNDJiNy04MzRkLWUwZGQ5NjM2NGM2MC8wMGU0OGIyNC0zYTgwLTRhZjEtOTViNC05MTdhZDY4YzFhZmUvaW1hZ2UucG5nIiwidHlwZSI6ImF0dGFjaG1lbnQiLCJpYXQiOjE3OTM1MDkyMDAsImV4cCI6MTc5MzU5NTYwMH0.Fyec65zyFxZOsNwhODDADanVYfxSmLcm622RECxH20A " =385x280")
7. Double-click on the controller to open the Animator tab.
8. Drag the four states into the Animator tab.
   * Start with retracted so that it automatically links to Entry, then the other three.  
     ![](https://docs.ksp2redux.org/api/files.get?sig=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJrZXkiOiJ1cGxvYWRzL2U4YmY4MDA3LWI4OWMtNDJiNy04MzRkLWUwZGQ5NjM2NGM2MC82M2M3NDE4OS05ODU2LTRhNzMtYTU2OC0wYmQ4ZTFiNzZjYzYvaW1hZ2UucG5nIiwidHlwZSI6ImF0dGFjaG1lbnQiLCJpYXQiOjE3OTM1MDkyMDAsImV4cCI6MTc5MzU5NTYwMH0.-Pm-6uMO7n43g2AyT6fcAK7XlH1wP5K5gsfYmRV1am4 " =428x224")
9. In the Animator Parameters tab, create:
   * a boolean `isDeployed`,
   * a trigger `reverseAnimStateChange`,
   * a float `playbackMul` with a value of 10.

 ![](https://docs.ksp2redux.org/api/files.get?sig=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJrZXkiOiJ1cGxvYWRzL2U4YmY4MDA3LWI4OWMtNDJiNy04MzRkLWUwZGQ5NjM2NGM2MC9lOTI2OTVkMC1lOThmLTQyY2EtOTUxNy00MGQwOGY2M2NhN2EvaW1hZ2UucG5nIiwidHlwZSI6ImF0dGFjaG1lbnQiLCJpYXQiOjE3OTM1MDkyMDAsImV4cCI6MTc5MzU5NTYwMH0.eseCF914oY6QK_iSe6Yv_exLof08HtcDeEDJOyRyrPw " =428x251")


10. Create the transitions between states:
    * entry → retracted,
    * retracted ↔ deploy,
    * deploy → deployed,
    * deployed ↔ retract,
    * retract → retracted.

 ![](https://docs.ksp2redux.org/api/files.get?sig=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJrZXkiOiJ1cGxvYWRzL2U4YmY4MDA3LWI4OWMtNDJiNy04MzRkLWUwZGQ5NjM2NGM2MC84YmI0N2YyMS01NDFlLTQzMjYtODU0NS00NmYxZjUyZDg0ZTMvaW1hZ2UucG5nIiwidHlwZSI6ImF0dGFjaG1lbnQiLCJpYXQiOjE3OTM1MDkyMDAsImV4cCI6MTc5MzU5NTYwMH0.8phBsgzQpJYDj7m7yCmExcLq3Wj6x2PcC1FFNhoUmWk " =385x302")


11. Click on the transition from retracted to deploy:
    * set `Exit Time` to 0,
    * uncheck `Has Exit Time`,
    * uncheck `Fixed Duration` (in Settings),
    * set `Transition Duration` to 0,
    * add the boolean `isDeployed` = True to the list of conditions,
    * check the animation by playing it in the preview window.

 ![](https://docs.ksp2redux.org/api/files.get?sig=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJrZXkiOiJ1cGxvYWRzL2U4YmY4MDA3LWI4OWMtNDJiNy04MzRkLWUwZGQ5NjM2NGM2MC81NzgwNjUzMS1mMWY1LTQ3NjctOWYyZC05Y2EwNTZlYTMwYTQvaW1hZ2UucG5nIiwidHlwZSI6ImF0dGFjaG1lbnQiLCJpYXQiOjE3OTM1MDkyMDAsImV4cCI6MTc5MzU5NTYwMH0.6UURbGCd3Ek9Ws5gAmWlZVzV9_AIVY8fUym4be-2xXw " =428x196")


12. Perform the same operation on the transition from deployed to retract, except that `isDeployed` = False.
13. Click on the transition from deploy to retracted:
    * set `Exit Time` to 0,
    * set `Transition Duration` to 0,
    * add the `reverseAnimStateChange` trigger to the list of conditions.

 ![](https://docs.ksp2redux.org/api/files.get?sig=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJrZXkiOiJ1cGxvYWRzL2U4YmY4MDA3LWI4OWMtNDJiNy04MzRkLWUwZGQ5NjM2NGM2MC9lNDJmZmJiZi0zMzgzLTQ5M2UtOWZkNy02NWU3ZjJlOTM4MzAvaW1hZ2UucG5nIiwidHlwZSI6ImF0dGFjaG1lbnQiLCJpYXQiOjE3OTM1MDkyMDAsImV4cCI6MTc5MzU5NTYwMH0.0TCX4XfzE2EI3WQgZISbSmFdgBft-tZvSxpB7W5A8e4 " =385x173")


14. Perform the same operation on the transition from retract to deployed.
15. Click on the retracted state: Add the `Module_Anim State Informer` module.
16. Perform the same operation on deployed.
17. Click on the transition from deploy to deployed:
    * set `Exit Time` to 0.99,
    * set `Transition Duration` to 0.01.
18. Perform the same operation on the transition from retract to retracted.
19. Click on each state and in `Speed` > `Multiplier`, select `Parameter`. It should automatically display `playbackMul` in the dropdown. This is for playing the animation ten times faster in the VAB.
20. ![](https://docs.ksp2redux.org/api/files.get?sig=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJrZXkiOiJ1cGxvYWRzL2U4YmY4MDA3LWI4OWMtNDJiNy04MzRkLWUwZGQ5NjM2NGM2MC9jMWMwYWNhOC01MGEwLTQyNmMtYTJkMy00NDZiNmU3NGMzOTAvaW1hZ2UucG5nIiwidHlwZSI6ImF0dGFjaG1lbnQiLCJpYXQiOjE3OTM1MDkyMDAsImV4cCI6MTc5MzU5NTYwMH0.ldBVk1SSqwfww1Zvk5rkuX-Qso4Qj7DuoeikUyeJzsI " =300x325")
21. On the mesh, add the `Animator` module and select the controller under `Controller`.

 ![](https://docs.ksp2redux.org/api/files.get?sig=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJrZXkiOiJ1cGxvYWRzL2U4YmY4MDA3LWI4OWMtNDJiNy04MzRkLWUwZGQ5NjM2NGM2MC9jNTE5NTk3Zi0wNGExLTRiYmUtOTE2Zi1mYmM2ZDI1ZDMzNzQvaW1hZ2UucG5nIiwidHlwZSI6ImF0dGFjaG1lbnQiLCJpYXQiOjE3OTM1MDkyMDAsImV4cCI6MTc5MzU5NTYwMH0.YsHO-ZfPVwhDutsh6YlO0T5aVyqrYDsr2C16V2hjRs4 " =728x238")


21. On the root part, click `Add Component` → `Module_Deployable`. Set `Animator` to the mesh.