# Add animation overrides

In your animation, the animals probably spend the majority, if not all, of the race in a walk animation. We can use animation overrides to choose when the animals switch to a run.

Watch your animation and identify when each animal moves fast enough to switch to a run. It may be the point when an animal starts to look as though it's sliding along the floor. Then, for each animal, complete the following steps to add an animation override.

1. On the timeline, select the cog icon on the object’s container.
2. On the **Current Effect Options** page, select Use **Animation Overrides**.
3. Select **NEW**.
4. In the **Start Time** field, enter the time when the animal should begin to run.
5. In the **End Time** field, enter the time when the animal should return to a walk.
6. In the **Animation** field, select an arrow to cycle through the available animations to **run**.
7. Select **SAVE EFFECT**.

<figure><img src="/files/MJ6jw6QQxQf1QfGtzYPf" alt=""><figcaption><p>A configured animation override (select to expand)</p></figcaption></figure>

Review your animation and adjust the timing if needed.


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