# Build and edit ball touches

Canonical: https://rufiostats.com/help/court/edit-touches
Reviewed: 2026-10-13

Choose who serves, passes, sets and attacks, then change the ball target, speed, height and curve.

## Start from a complete play or formation

Switch to **Edit mode**. For a first attempt, open **Side-out: high 4 to the OH** and change one touch. A formation is useful when you want to build the entire sequence yourself.

Court moves players from the touches you add. To edit a drill by hand, choose **Drill** in the top bar, then **Edit as a normal play**. **Undo** restores the drill link.

## Building a play

There are two ways to build, and you can mix them in one play.

- **Edit touches:** say who touches the ball, what kind of touch it is, and where it goes. The Court works out the runs, jumps, and ball flights.
- **By hand:** drag players around and set keys on the timeline. A key is a position and pose for one player at one moment.

1. Pick a starting point: **New play** or **Quick Plays** in the Playbook (next section).
2. Press **B** for **Edit touches** and add the serve, pass, set, and attack. Click the ball later to change its path, speed, or height.
3. Press Space to play it. Use the arrow keys to step frame by frame.
4. Fix anything that looks off by dragging a player, then add annotations and freezes to make the point.
5. Your play autosaves. Share it as a clip when you are happy.

## The touch editor

The touch editor shows each contact and its target beside the court.

![The touch editor shows each contact and its target beside the court.](https://rufiostats.com/help/shots/court/edit-touches.webp)

## Edit touches: the ball, touch by touch

**Edit touches** builds a play from its touches: who plays the ball, what kind of touch it is, and where it goes. The Court works out the runs, jumps, and ball flights. Choose **Edit touches** in the left toolbar, or press **B**. If the play is not built from touches yet, start from a formation or choose **Use current positions as the formation**. Then add touches one at a time:

1. Click the player who touches the ball next, or pick them in the **Player** list.
2. Pick the touch type: **Pass**, **Set**, **Attack**, **Tip**, **Block**, **Dig**, or **Free ball**. The first touch is the **Serve**, with a **Float** or **Jump** choice.
3. Pick the target. For a set it is the **Call**: **4**, **5**, **A**, **B**, **C**, **Slide**, **Pipe**, or **D**. For anything else, pick a player or a zone, or click the floor to aim and drag to fine-tune. Shift-click a player to aim at them.
4. Tap **Add** to append the touch. Select a touch to change it, move it up or down, or remove it.

To change a touch that is already there, open it. Any of these works, in any tool:

- **Click the ball** in the court view. The touch that sent the ball opens, and the playhead stays where it is.
- **Click a touch on the timeline**, in the ball lane. The playhead jumps to that contact and the touch opens.
- **Use the Ball section** in the inspector. It lists every touch with who plays it, where it goes, and how fast or how high the ball is. **Edit** opens that touch.
- With a touch open, click another touch's path, or click a player to open their touch nearest the playhead. Clicking a player never hands them the open touch: to give it to someone else, change the **Player** list.

An open touch has these settings:

- **Target:** where the ball goes. Pick a zone, a set call, or a player, or click the floor. Drag the ring on the floor to fine-tune it.
- **Speed** (serves, attacks, and other hard-hit balls): how fast the ball leaves the hand, in km/h, the way a radar gun reads it. **Auto** lets the Court pick a speed that suits the touch and the target. Drag the slider to see the new path, or type a number.
- **Height** (passes, sets, free balls, and tips): the top of the arc, in meters above the floor. **Auto** lets the Court pick the arc, and it always clears the net.
- **Curve** (serves and attacks): which way the ball bends, left or right as the hitter sees it, and how far. The panel says how much, for example "Bends 0.40 m left".
- **Spin:** **Natural**, or an amount of topspin. More topspin makes the ball dip sooner. No spin on a float serve makes it knuckle.
- **Aim at** (a ball aimed at a player on the other side): their spot, or a part of the body: the platform, the chest, the face, a hip, or over the head. The player plays it the way that part needs, for example with the hands up for a ball at the face.
- **Read** (a pass, dig, or free ball off the other side's ball): **Already in position**, where the player is set early, or **Move to the ball**, where the player waits a moment to read the ball, then moves to meet it.

**The yellow knobs**

An open touch shows yellow knobs on its path in the court view, each with its value beside it. On a lob, drag the knob at the top of the arc up or down to change the height. On a hard-hit ball, the knob over the net changes the speed: higher over the net is a slower ball. Drag the knob further along the path sideways to curve the ball. Hover over a knob to see what it does. The Speed and Height settings follow the knobs, and each drag is one step you can undo.

**Older plays**

Speed, Curve, and Spin need the new ball physics. On an older play they are grayed out with an **Upgrade ball physics** link, which is also in **Settings > Play > Ball**. A play keyed by hand has no touches to edit: its Ball section says so, with **Build it from touches**. A drill's ball comes from the drill's steps.

Under **Rally ends**, choose how the last ball finishes: **Auto**, **Floor**, **Net**, or **Open** (the rally continues and the ball holds in the air).

**Warnings**

If something in the rally is not physically believable, such as a player who would have to run too far, too fast, to reach the ball, the touch is flagged in the list with a plain-language warning. The play still runs, so you can fix it or accept it.
