add_transform_keyframe
Inserts a single transform keyframe for a binding in a Level Sequence, requiring an existing transform track. Use it to animate location, rotation, and scale at a specific time.
Instructions
Adds one transform keyframe (9 double channels) at a time on a binding's transform section. Requires a transform track to already exist (call add_transform_track_to_binding first).
Returns: { sequence_name: string, binding_guid: string, time_seconds: float, key_frame: int, keys_added: int, channel_count: int, saved: bool, save_error?: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| scale | No | Optional [x, y, z] scale (default 1,1,1). | |
| location | No | Optional [x, y, z] world location. | |
| rotation | No | PREFERRED: the OBJECT {"roll":R,"pitch":P,"yaw":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Optional [pitch, yaw, roll] world rotation. | |
| binding_guid | Yes | GUID of the binding. | |
| time_seconds | Yes | Time of the key in seconds (>= 0). Converted to ticks via tick resolution. | |
| sequence_name | Yes | Name of the target Level Sequence. |