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Animations
The hotkey i
inserts keyframes. It does not have the same menu when pressed over the layout view or over the timeline.
It's possible to use g
to grab a keyframe or selection of keyframes and move them along the timeline.
Same works for SHIFT
+ D
to duplicate keyframes and SHIFT
+ S
to scale a selection of keyframes. The ;
key changes the pivot point just as it does in the layout views.
Children inherit the animations of their parents but can have animations of their own.
It's good practice to do all the parenting before animating as parenting on an animated object is error-prone.
Auto-keying
You can activate the RECORD
button in the timeline to automatically key anything moving in the 3D scene on different frames.
Take care to set a keyframe by grabbing and letting go of an object at specific times. Same goes for shader properties which need a keyframe inserted to start auto-keying.
Take care to remove auto-keying before moving objects/cameras/lights in the scene as they will trigger keyframes even if it wasn't intended.
Under the keying menu of the timeline you can set Active Keying set to scale, rotation etc. And then select in the menu next to the auto-record button the Only Active Key set option to key specific properties quickly.
Dope Sheet
In the Animation default layout it's handy to have two dope sheets, one displaying the keyframes and the other displaying the Graph Editor.
CTRL
+ MIDDLE MOUSE CLICK & DRAG
to zoom in/out of the Dope sheet.
SHIFT
+ MIDDLE MOUSE CLICK & DRAG
to pan the view in the dope sheet.
Graph Editor
CTRL
+ TAB
: Toggle between Graph Editor and Dope Sheet.
SHIFT
+ H
: Highlight selected channel, hiding all unselected ones.
In the Graph Editor it's easy to see any properties that have been keyed but are not required (flat lines) and can be removed for more clarity.
You can use G
to grab in the Graph Editor and clamp to X/Y (axes local to graph) to move keyframes around to modify positions of objects in those keyframes. Use CTRL
for snapping.
Scaling in the Graph Editor produces different results as scaling in the Dope Sheet as it will also scale the curves. Best is to scale along the 2D Cursor represented by the playhead and a horizontal bar.
Animating Rigs
Local Axes display
When selecting an armature, under Data > Viewport Display you can select Axes to display the local axes to each bone.
It's easier to see which axes should be animated.
Forward vs Invert Kinematics
Forward Kinematics only the top bone can move and you have to move down the hierarchy to animate the rig.
To animate some rigs, it can get tedious to have to respect this hierarchy, especially if once the animation is roughly cut out we need to make adjustments on the positioning of bones lower in the hierarchy.