FoundryInk Academy Academy / Animation course
Animation course

Pose and Key Your First Move

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.

Read time about 15 min

1Rig mode versus Animate mode

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 Rig mode banner: edits change the rest skeleton, and nothing lands on the timeline.
The Rig mode banner: edits change the rest skeleton, and nothing lands on the timeline.See the full screen
A quick gut check before you pose: which mode am I in? Rig for the skeleton, Animate for the performance, Test for a throwaway preview. Get this right and half of first-timer confusion vanishes.
Pro note
Animate mode is where the performance happens; Rig mode is where you built the skeleton. Be in Animate mode before you pose.

2The Pose tool

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.

The Pose tool in the Layer group of the tool rail, left of the stage.
The Pose tool in the Layer group of the tool rail, left of the stage.See the full screen
With Pose picked: Drag a bone on the stage. It keys at the playhead while Auto-key is on.
With Pose picked: Drag a bone on the stage. It keys at the playhead while Auto-key is on.See the full screen
Pose is a bone tool, so it moves the skeleton and the artwork bound to it. It is different from the layer tools like Translate or Rotate, which move a whole layer rather than posing its bones.
Pro note
Grab a bone, drag it, done. The Pose tool is as direct as it sounds. It is basically a puppet string.

3Turn on Auto-key

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.

The Auto-key checkbox at the bottom of the tool rail.
The Auto-key checkbox at the bottom of the tool rail.See the full screen
If you pose a beautiful frame and it vanishes when you scrub away, Auto-key was off. Turn it on and re-pose. This is the number one first-day gotcha, so check it first.
Pro note
Auto-key on means every pose sticks. Auto-key off means every pose evaporates. Light it up before you touch a bone.

4The core loop: pose, move, pose

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.

Kitt posed with the Pose tool at frame 13 of 48, with Play and the keyframe buttons below.
Kitt posed with the Pose tool at frame 13 of 48, with Play and the keyframe buttons below.See the full screen
You are only ever posing the moments that matter, the keys. The frames between are the studio's job. That is the great labour-saving idea at the centre of the whole craft.
Pro note
Pose, slide, pose. That little loop is the whole technique. Do it twice and you have made something move.

5Block the big poses first (the extremes)

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.

The Frame panel's role tags: Key, Breakdown, Extreme and Tween, with Extreme picked.
The Frame panel's role tags: Key, Breakdown, Extreme and Tween, with Extreme picked.See the full screen
The extremes carry the story. If the blocking reads clearly with just two or three big poses, the finished move will read too. If the blocking is muddy, no amount of in-between polish saves it.
Pro note
Big poses first, always. Nail the extremes and the animation already tells its story. Details come after.

6Preview your blocking

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.

Next keyframe, the diamond button beside Play, jumps straight to the next key.
Next keyframe, the diamond button beside Play, jumps straight to the next key.See the full screen
The Frame N of total readout tells you exactly where you are. Previewing constantly, after nearly every change, is the single best habit a new animator can build.
Pro note
Play it early, play it often. You cannot feel timing by staring at a still frame. Loop it and let your eyes judge.

7Add the breakdowns

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.

A breakdown pose keyed at frame 7, between the two extremes.
A breakdown pose keyed at frame 7, between the two extremes.See the full screen
A single well-placed breakdown can transform a move. Try adding an arc to a travelling hand, or a squash right before a landing. Small pose, big difference.
Pro note
Extremes say what happens. Breakdowns say how. One good breakdown turns a robot arm into a living one.

8Refine, frame by frame if needed

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.

Refine last, not first. Polishing a pose before the blocking is right is wasted work, because you may move or delete that key. Get the shape, then the shine.
Pro note
Now the little fixes. A slidey foot here, a poppy hand there. Scrub, spot it, nudge it, preview. Repeat until it looks right.

9What Auto-key really does

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.

Turn Auto-key off for a moment when you just want to eyeball the rig at a pose without committing a key. Then turn it back on. But your default state is on.
Pro note
Auto-key is the record button that is always armed. On for building, flick it off only to peek without saving.

10What Freeze does

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.

Freeze is your friend for holds and for stopping unwanted drift. If a limb keeps creeping when you meant it to stay put, a frozen key at the start and end of the hold pins it down.
Pro note
Freeze pins the whole pose, not just the bone you grabbed. Perfect when you want everything to sit still for a beat.

11What Relative does

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.

For your first several moves, keep Relative off, absolute posing is the intuitive one. Come back to Relative when you want to nudge an existing performance without redoing it.
Pro note
Relative adds on top instead of replacing. Powerful later, confusing now. Leave it off until you feel ready for it.

12Reset when a pose goes wrong

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.

The Reset button in the tool options bar sets the tool's transform back to neutral.
The Reset button in the tool options bar sets the tool's transform back to neutral.See the full screen
If a whole frame is beyond saving, it is often faster to reset the pose and re-block it than to nudge twenty bones back into place one at a time.
Pro note
Made a pretzel? Hit Reset and start that pose fresh. No shame in it, I do it constantly.

13Check your arcs and spacing

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.

Two-way onion skin (past frames ghost red, the +N stepper ghosts future frames green) makes arcs and spacing obvious at a glance. It is the fastest way to catch a path that has gone straight.
Pro note
Nothing alive moves in a straight line. Chase the arc, mind the spacing, and your move stops floating and starts landing.

14Save, and know where to go next

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.

The Motion Graph tab in the timeline, where you shape how values travel between keys.
The Motion Graph tab in the timeline, where you shape how values travel between keys.See the full screen
Everything advanced, easing, cycles, lip-sync, camera moves, sits on top of keys you place by posing. Master this loop and the rest of the studio is just refinements to it.
Pro note
You made a character move. That is the real thing, right there. Save it, be proud, and next we make it feel weighty.

Animate your first move

Animate mode, Auto-key on, block, preview, refine. Links into the app. Saved on this device.

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First-move questions

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.

You made a character move

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.