Timeline, keyframes and curves
Control when a change happens and how it moves between states.
On this page
What this helps you do
Control when a change happens and how it moves between states.
When to use it
Blocking is too fast, an action happens too early, or movement between keys needs refinement.
Before you begin
Use the desktop app and check the edition requirement: Pro / active trial. The current published version is shown above. Confirm the selected item and playhead before changing anything. This audit does not verify a physical Windows device.
Step by step
Screenshots: Mac v1.7.0 Follow each step with the real app interface below. Select an image to enlarge the marked area.
- Move the playhead to the intended time and confirm the selected object or camera. K records the relevant transform; with auto-key enabled, edits key the current frame.
Figure 1 Start and end keys on the timeline. Moving a key changes the timing. - Arrange a start and end, then play back the result. Distinguish path-driven movement from keyframed movement.
Figure 2 The transform-key list records time, position, rotation and interpolation for each key. - Drag keys to adjust timing, or Shift-select several and move them together. Edge scrolling helps reach distant times.
Figure 3 Start and end keys on the timeline. Moving a key changes the timing. Figure 3b Loop in/out points and playback range - Use easing on transform keys or open Curves to refine movement. Switch-state keys do not use easing.
Figure 4 Channels and curves in the real curve editor show how transform values change over time.
Detailed key properties load when first expanded; collapsing retains data. Adjust walk/run and arrival timing in Blocking & performance rather than editing several motion sources at once.
Changes in 1.7.0
Snapping covers visible-track keys and clip endpoints, with a vertical guide on a match. Hold Ctrl/Cmd to enable snapping temporarily or Alt to bypass it; moving a whole clip preserves duration. Loop in/out points use separate gold lines and a range band. Single-camera one-shot playback returns to the in point, using the loop start when a range is set; Pause stays in place.
Settings and edit scope
| Control or concept | Meaning and boundary |
|---|---|
| Position / rotation | Interpolates between transform keys; rotation follows the shortest arc. |
| Auto-key off | An existing active key is usually edited, affecting adjacent animation. Read the scope message first. |
| Horizontal navigation | Use a two-finger horizontal gesture or Shift + wheel without changing the playhead. |
Check the result
Seeking and continuous playback agree, and moving, deleting or undoing keys behaves as expected.
Troubleshooting and recovery
A single end key may leave the object static throughout. Check whether a key belongs to an object, camera, light or switch state before editing it.
If the result is unexpected, stop playback, check the selected item and time, and use Undo before making another change. Keep a backup rather than repeatedly overwriting the project.
Keep learning
Include your app version, operating system and the error message. Never include your license or API key.