The timeline is the clock and the memory of your animation. Get fluent here and every other tool gets easier, because animating is really just putting the right value at the right frame. This page reads the timeline top to bottom: the playhead, frames, the four views, keyframes, Auto-key, and the transport controls that play it all back.
The timeline runs along the bottom of the Animation studio, and it holds time itself. Every change you record lives at a specific frame here, and playing the timeline back is what turns those recorded changes into motion. If the row list is the cast, the timeline is the script and the stopwatch together. Everything in this tutorial is about reading and steering that stopwatch with confidence.
Animation is measured in frames, the individual still moments that play in sequence. The timeline is ruled off in frames from the start of your shot to the end, and each row stretches across that ruler. A frame is the smallest unit of time you work in: place something on frame 12 and it happens at frame 12. Thinking in frames rather than seconds is the single biggest shift from watching animation to making it.
The moving vertical line is the playhead, and wherever it sits is the exact moment the stage is showing you. Drag it and the stage updates live, so you are literally scrubbing through your shot. A readout shows Frame {n} / {total}, the frame you are on out of the total length, so you always know your place. Put the playhead where you want a change to happen before you make the change; that is the rhythm of animating.
A keyframe is a value pinned to a frame: this pose here, that position there. The studio then fills the frames between your keys automatically, moving smoothly from one to the next. So you do not draw every frame, you set the important moments and let the in-between get calculated. Two keys, a start and an end, already make motion. More keys give you more control over the path and the timing.
Auto-key, on the right of the Tool Options bar, is the switch that decides whether your changes get recorded. With it on, every move, scale, rotate, or pose you make lays down a keyframe at the playhead. With it off, you can adjust a rest position without keying anything. The normal animating loop is: Auto-key on, park the playhead on a frame, change something, move the playhead, change again. That is animation in one sentence.
Dragging the playhead back and forth is called scrubbing, and it is how you inspect your animation frame by frame without playing it. Scrub slowly through a movement and you can spot a foot that slides, a pop where a key is missing, or a hold that runs too long. It is the animator's magnifying glass. Where Play shows you the feel, scrubbing shows you the truth of each frame.
The first timeline tab is Frames, and you will spend most of your time here. It lays out each row against the frame ruler and shows the keyframes sitting on it, so you can see the whole shot's timing at a glance. This is where you drag keys earlier or later, spot gaps, and read the shape of your timing across every row at once. Most day-to-day work, blocking poses and adjusting timing, happens right here.
The Channels tab breaks a row open into its separate animated values, its channels, so you can see position, scale, rotation, and the rest on their own lines. This is where you go when one row is doing several things at once and you need to work on just the rotation, say, without touching the position. It untangles a busy row into readable strands so you can fix exactly the value that is misbehaving.
The Sequencer tab is the high-altitude view, showing your rows as blocks along time so you can arrange the big pieces of a scene. It is less about individual keyframes and more about when each element starts, stops, and overlaps. Use it to line up a character's entrance with a music cue, or to slide a whole chunk of action earlier. It is the editing table where you arrange the large moves.
The Motion Graph tab plots a value as a curve you can bend, and it is where motion goes from correct to good. The line's steepness is speed: steep means fast, flat means slow or held. Right-click a key and choose Interpolation to pick how it moves between keys, Linear, Smooth, Step (hold), Ease in, Ease out, Ease in/out, Noise, Cycle, or Bounce, and use Add curve handles for hand-shaped timing.
The transport is your playback remote. Play runs the animation from the playhead and Stop halts it. Turn on Loop and playback repeats end to start, which is exactly what you want when you are tuning a walk cycle or a wave and need to watch it over and over. Between passes, Previous keyframe and Next keyframe jump the playhead straight from key to key so you can hop through your important poses.
Real hand-drawn animation often holds each drawing for more than one frame, and the stepped playback toggle lets you preview that feel. On 1s shows a fresh drawing every frame (the smoothest, most work), On 2s holds each drawing for two frames (the classic look), and On 3s holds for three (snappier, more stylised). A per-frame Hold field reads out as "on ones" or "on twos" so you can see how long a given drawing sits.
The Onion eye shows ghosts of the neighbouring drawings so you can draw or pose in relation to them. Past frames ghost in red, and a forward stepper (+N) shows future frames ghosting in green, so you can sandwich the frame you are on between where it came from and where it is going. This is how you keep motion arcs smooth and spacing even, because you can literally see the trail your movement is drawing.
Two timeline helpers keep a longer shot organised. Markers drop a labelled flag at the playhead ("Marker at frame {n}", then Add marker), and Jump to previous marker and Jump to next marker whisk you between them, with Delete marker to clear one. Insert frames ("Frames to insert", then Insert) opens up room in the middle of a scene, shifting everything after the insert point later so you can add breathing space.
Put it together and a healthy timeline tells a story you can read. Blocked poses show as clean keys in the Frames view, busy rows get untangled in Channels, the big structure gets arranged in the Sequencer, and the feel gets shaped in the Motion Graph. Loop a short range, scrub the tricky moments, and use markers to navigate. When you can glance at the timeline and know what happens when, you are animating, not just fiddling.
A value pinned to a specific frame, such as a pose or a position. The studio automatically fills the frames between your keys, so two keys already make a movement and you only set the moments that matter.
New keys land at the playhead while Auto-key is on. If a key showed up in a surprising spot, the playhead was there when you made the change. Check the toggle and the playhead position before posing.
Frames for overall timing and blocking, Channels to isolate one value on a busy row, Sequencer to arrange the big blocks of a scene, and Motion Graph to shape how a value eases between keys.
In the Motion Graph, set the interpolation to Ease in/out so moves start and stop smoothly, and use Add curve handles for hand-shaped timing. Linear interpolation is what makes movement feel mechanical.
It is how many frames each drawing is held. On 1s shows a new drawing every frame (smoothest, most work), On 2s holds each for two frames (the classic look), and On 3s holds for three (snappier and more stylised).
It shows faint ghosts of the neighbouring frames so you can draw or pose in relation to them. Past frames ghost red and future frames ghost green via the forward stepper, which keeps your motion arcs and spacing consistent.
Use Insert frames: set how many frames to insert and press Insert, and everything after that point shifts later to make room. Do it before you finalise the end timing so you do not disturb keys you already set.
Turn on Loop and work within a short frame range so playback repeats that section. Looping a small range while you tweak is the fastest way to dial in a cycle or a beat.
Use Previous keyframe and Next keyframe in the transport to hop the playhead from key to key, and drop Markers on frames you return to often so you can jump between them by name.
You can read the timeline top to bottom: playhead and frames, keyframes and Auto-key, the four views, and the whole transport. That is real timeline literacy, and it makes every other animation tool easier to use. Next, we turn a finished animation into something readers can actually watch.