You have a rig. Now make it move. This is the moment everything has been building toward: posing a character at different frames and letting the studio animate between your poses. The workflow is simple once you see it: turn on Auto-key, pose with the Pose tool, slide the playhead, pose again. This tutorial covers your very first move end to end, and explains the three toggles, Auto-key, Freeze, and Relative, that shape how your keys behave.
The rigger has three banner modes and knowing them keeps you out of trouble. Rig mode edits the rest skeleton and puts nothing on the timeline; it is where you built the bones. Animate mode is where you pose keys at the playhead, this is where you animate. Test mode lets you drag to preview but saves nothing. For your first move, switch to Animate mode. If you accidentally pose in Rig mode you will change the rest skeleton itself, which is not what you want.
The main tool for this tutorial is in the Tool Options bar: the Pose tool. Its own description says it plainly, "Drag a bone on the stage. It keys at the playhead while Auto-key is on." That is the entire idea. With Pose selected you grab any bone right on the stage and drag it into position, rotate a limb, tip the head, bend the backbone, and the rig follows through inverse kinematics when you drag a tip. Every time you pose a bone, a key is recorded at wherever the playhead sits.
Before you pose anything, find Auto-key in the right-hand toggles of the Tool Options bar and switch it on. Auto-key is the toggle that makes posing record a keyframe automatically: with it on, every drag of a bone keys that bone at the current playhead frame, no separate "add key" click needed. This is how you want to work almost all the time; it keeps posing and keying as one smooth motion. Confirm it is lit before you start, because posing with it off will move the rig but save nothing.
This is the core loop of keyframe animation, and it never really changes. Put the playhead on your first frame and pose the character with the Pose tool; a key is recorded. Slide the playhead forward to a later frame and pose the character differently; another key is recorded. The studio automatically fills every frame between your two poses, tweening the bones smoothly from one to the other. Repeat that, pose, move the playhead, pose, and you are animating. Two poses already make a move.
Resist the urge to animate frame one, then two, then three. Instead, block the move: set only the big storytelling poses first, the extremes, the furthest points of the action. For a punch that is the wind-up and the full extension; for a jump it is the crouch and the peak. Put each extreme on its own frame, spaced out along the timeline, and pose only those. You can mark these frames with the extreme frame role. Blocking lets you judge the whole move's shape and timing before you sink time into detail.
As soon as you have a couple of extremes down, watch them move. Hit Play in the transport to run the scene, and use Loop to watch the move repeat so you can really study it. Jump between your key poses with Previous keyframe and Next keyframe instead of scrubbing frame by frame. This early preview tells you whether the timing feels right before you commit to refining. If the move is too fast or too slow, you fix it now, while there are only a couple of keys to slide.
Once the extremes feel right, add poses between them to define how the character travels from one extreme to the next. These in-between key poses are called breakdowns, and you can tag their frames with the breakdown role. A breakdown might arc the hand along a curve instead of a straight line, or add a little overshoot as a limb settles. Move the playhead to a frame between two extremes, pose the breakdown, and the studio re-tweens around it. Breakdowns are where a stiff move starts to feel alive.
With blocking and breakdowns in place, polish. Scrub through the move and fix anything that reads oddly: a foot that slides, a hand that pops, a head that lags wrong. Nudge individual bones on the frames that need it, and let Auto-key record each tweak. This is also where you lean on the smart bones you built earlier, joints just bend nicely on their own, so refining is mostly about arcs and timing rather than fighting ugly folds. Keep previewing after each change so you never drift away from a move that felt good.
Now for precisely what the three toggles do, starting with the one you already switched on. Auto-key means: whenever you pose a bone, a keyframe for that bone is created (or updated) at the current playhead frame, automatically. With it off, you can move the rig around to look at something without recording anything, occasionally useful, but for actually building a move you keep it on. Auto-key is what welds "posing" and "keying" into a single action instead of two separate steps.
Freeze is the toggle that auto-inserts sibling keys. This matters because normally when you change one bone at a frame, only that bone gets a key, and the others keep sliding through their own tweens. Freeze makes posing also drop keys on the surrounding bones at that frame, so you lock the whole pose in place at that moment rather than just the one bone you touched. Reach for Freeze when you want a clean, held pose where nothing drifts, like a solid hold before an action fires.
Relative switches your posing to additive deltas rather than absolute positions. In plain terms: with Relative on, a change you make is applied as an offset on top of whatever the bone was already doing, instead of replacing its value outright. This is handy when you want to add a bit of extra motion (a little more rotation across a range) without wiping the animation that is already there. It is a more advanced toggle; leave it off while you learn, and switch it on when you specifically want to layer an offset onto existing motion.
Everyone tangles a rig into a knot now and then. The Reset toggle in the Tool Options bar clears the current tool's transform back to neutral, a quick way to undo a pose that has gone sideways without hunting through history. And of course Undo and Redo are always there for step-by-step backtracking. Do not be precious about a bad pose; reset it and try again. Animation is dozens of small attempts, and a fast reset keeps you experimenting instead of fighting a mess.
Two things separate a believable move from a floaty one: arcs and spacing. Living things move in curves, not straight lines, so track a hand or a head across your frames and make sure it travels along a gentle arc, add a breakdown to bend the path if it goes straight. Spacing is how far the character moves between frames: poses packed close together read slow, poses spread far apart read fast. You control both with where you place keys and breakdowns. Turn on Onion skin to see the ghost of nearby frames and judge the arc directly.
When the move plays back the way you pictured it, you have animated your first shot. That is genuinely the craft in miniature. Save your work. From here the next skills build directly on this loop: shaping how a value travels between keys (easing and snap) is done in the Motion Graph, and repeating a move seamlessly is what cycles are for. But the pose-move-pose loop you just learned is the foundation under all of it, and you will use it in every single scene you ever make.
Animate mode, Auto-key on, block, preview, refine. Links into the app. Saved on this device.
Animate mode. Rig mode edits the rest skeleton and saves nothing to the timeline, and Test mode is a throwaway preview. Only Animate mode records posing as keyframes at the playhead. If your poses are changing the rest skeleton, you are in Rig mode by mistake.
Auto-key was off, so your pose moved the rig but recorded no keyframe. Turn on Auto-key in the Tool Options bar and re-pose. This is the most common first-day mistake, so make checking Auto-key your very first step.
Pose the character at one frame, move the playhead to a later frame, pose it differently, and the studio fills the frames between automatically. Repeat that loop, pose, move, pose, and you are animating. Two poses already make a move.
The extremes are the big storytelling poses that carry the whole move. Setting them first, spaced along the timeline, lets you judge the timing and shape of the action before investing in detail. If the blocking reads clearly, the finished move will too. Tag those frames with the extreme role.
A breakdown is a key pose between two extremes that defines how the character travels between them, for example arcing a hand along a curve or adding a little overshoot. Tag its frame with the breakdown role. Breakdowns are where a stiff, straight-line move starts to feel alive.
Freeze auto-inserts sibling keys, so posing one bone also drops keys on the surrounding bones at that frame. That locks the whole pose in place rather than just the bone you touched, which is ideal for clean holds where nothing should drift.
Relative makes your posing additive: changes apply as an offset on top of the existing motion rather than replacing values outright. It is great for layering extra motion onto an existing performance, but it is confusing while you learn. Keep it off for your first several moves.
Watch your arcs and spacing. Living things move in curves, so make hands and heads travel along arcs, adding a breakdown to bend a straight path. Spacing controls speed: keys close together read slow, far apart read fast. Turn on Onion skin to see the arc directly.
That is the craft in miniature: Animate mode, Auto-key on, block the extremes, preview, add breakdowns, refine. You now own the pose-move-pose loop that sits under every scene you will ever make. Next, learn to shape exactly how a value travels between your keys, where easing, weight, and snap come from, in the Motion Graph.