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Vision.Keyframe and Scope:Animate bring keyframe animation to 2D instances, so a whole sequence is one table of poses instead of a chain of springs fired by hand.
Every property gets its own track, so one keyframe can carry as many as you like and a property spans the keyframes that never mention it. Colour set at key one and key three eases across the whole gap while rotation does its own thing in the middle.
A keyframe takes a TweenInfo for the shape of its curve, or a { Damping, Period } table to arrive on a spring instead. Timing comes from the keyframe times, so pass 0 for the tween time.
Keyframes carry events. Animation:Bind picks them up, and the instance is the first argument as it is everywhere else.
Looped, Speed and Jump for playback. SmoothLoop with RestageTime walks every property back to the first keyframe instead of cutting, each one on its own last keyframe's easing, so a sprung property springs back.
Vision.Sheet stages named sprites on one image and is callable, Sprites(Icon, "Idle"), with a shared cell size and per sprite overrides.
Scope:FlipBook steps an instance through those names on a clock, with Play, Stop, Looped, Speed and Rate. Frames snap rather than interpolate, and every name is checked against the sheet when you build it.
Animations and flipbooks claim the properties they drive, so a spring on the same property takes over and a destroyed instance stops them. Destroy drops the handle and every listener bound to it.
Mounting is faster. Signal properties are worked out once per class instead of once per instance, properties are flattened at capture, and the runtime no longer allocates a table every frame.