Two poses can feel lazy or punchy depending entirely on how the studio travels between them. That how is interpolation, and the Motion Graph is where you see and shape it. A value becomes a curve you can bend, and every bend changes the feeling of the move: weight, snap, ease, bounce. This tutorial is a full tour of the Motion Graph and every interpolation mode, explained not by definition but by feel, so you know which one to reach for.
The timeline has four view tabs: Frames, Channels, Sequencer, and Motion Graph. Click Motion Graph to switch into it. Where Frames shows your keys as little markers, the Motion Graph plots a single property's value up the vertical axis against time along the horizontal axis, so a bone's rotation over your shot becomes a line that rises and falls. This is the view animators work in for timing, because it shows not just when things happen but exactly how the value moves in between.
Here is the mental shift that makes everything click. Every animated property, a bone's angle, a layer's position, a camera's zoom, is a value that changes over time, and the Motion Graph draws that change as a curve between your keyframes. The shape of that curve is the timing. A steep part of the curve means the value is changing fast; a flat part means it is barely moving. So a move is not just its poses, it is the shape of the line connecting them, and you can bend that line by hand.
You choose how a value travels between two keys with its interpolation mode, and there are two ways to set it. In the Motion Graph, right-click a key and pick from the Interpolation menu. Or use the Interp dropdown in the inspector. Both offer the same set of modes. The interpolation you pick applies to the segment leaving that key, so a single move can use different modes at different keys, snappy out of one pose, gentle into the next. This per-key control is where timing craft really lives.
Linear moves the value at a perfectly constant speed from one key to the next, drawn as a straight line on the graph. Because nothing living moves at a dead-constant rate, Linear reads as mechanical: a robot arm, a conveyor belt, a sliding elevator, a bouncing ball's flight before gravity is added. It has no ease in or out, so it starts and stops abruptly. Use Linear on purpose when you want that machined, no-nonsense feel, and avoid it on anything that should feel alive.
Smooth eases the value in and out of each key so the curve rounds off at both ends, giving soft, natural motion with no hard starts or stops. It is the comfortable default for most organic movement: a head turning, a hand drifting, a gentle sway. Because it slows near the keys and speeds up in the middle, it reads as relaxed and lifelike. If you are not sure what a move wants, Smooth is a safe starting point you can sharpen later with easing or curve handles.
Step (hold) does not travel at all, it holds the value flat until the next key, then jumps instantly. On the graph it draws as a staircase. This is how you get hard cuts and held poses: a character snaps from one drawing to the next with no blur of movement between, exactly the feel of limited animation, a blinking light, or a puppet clacking between mouth shapes. Step is also priceless for blocking, so you can judge your poses as clean holds before adding any in-between motion.
Ease in makes the value decelerate as it approaches the key, arriving softly rather than slamming to a halt. On the graph the curve flattens as it reaches the key. This is the feel of something settling: a hand coming to rest, a door swinging shut and easing closed, a head arriving at its final turn. Ease in gives the end of a move weight and grace. Pair it with a snappier start and you get motion that launches with energy and lands softly.
Ease out is the mirror image: the value starts slow and accelerates away from the key, so the curve is flat at the start and steepens. This gives the beginning of a move a sense of building energy, the wind-up before a punch releases, a car pulling away, a character springing into action. Ease out is your go-to for snap: a pose that eases out launches crisply and reads as powerful. It is one of the most useful modes for making action feel like it has real force behind it.
Ease in/out combines both: the value starts slow, speeds through the middle, and slows again into the key, an S-shaped curve on the graph. It is the most naturally weighted single-segment feel, and it suits self-contained moves that both start and end at rest: a full head turn, an arm raising and stopping, a considered gesture. Where plain Smooth can feel a little floaty, Ease in/out gives a clearer sense of a deliberate move with a definite beginning and end. It is a workhorse for polished character motion.
Noise adds a randomised wobble to the value instead of a clean path, drawn as a jittery, irregular line. It is how you get things that should never be perfectly still or smooth: a flickering flame, a nervous tremble, a handheld-camera shake, the buzz of an insect's wings, electricity. A tiny amount of Noise on a held pose keeps a character from looking frozen and dead. Used heavily it becomes chaos and vibration. Reach for Noise whenever "too perfect" is the problem you are trying to solve.
Cycle makes a value repeat its motion over and over instead of stopping at the last key, so you can animate one lap of a walk or one breath of an idle and let it loop automatically. On the graph the segment tiles the same shape forward through time. This is the backbone of walk cycles, idle breathing, spinning wheels, and any sustained repeating motion. You get the loop for free once the keyed section reads well, which saves you re-posing the same steps a dozen times over a long shot.
Bounce makes the value overshoot and settle in decaying wobbles, like a ball dropping and bouncing lower each time before it rests. On the graph you see a series of shrinking humps. It is the ready-made feel for anything that lands and jiggles: a dropped ball, a character thumping down from a jump, a sign swinging to a stop, a spring released. Bounce packs a lot of lively physics into a single interpolation choice, saving you from hand-keying every diminishing rebound of a settle.
When the preset modes are close but not exact, take manual control. Right-click a key and choose Add curve handles to attach draggable handles to the curve at that key; pulling those handles reshapes the slope directly, so you can dial in precisely how fast the value leaves or arrives. This is how you tune a move past what the presets give, a slightly sharper snap here, a gentler settle there. If your hand-tuning goes wrong, right-click and choose Reset curve handles to snap the curve back to its default shape and start over.
Here is the big idea that ties the whole view together. Spacing, how far the value moves between frames, and easing, how it accelerates and decelerates, together create the illusion of weight and snap. A heavy object eases slowly and spaces its motion evenly; a snappy, light action eases out hard and spaces its frames far apart in the middle. Read the Motion Graph curve and you are literally reading weight: gentle slopes feel heavy and considered, sharp slopes feel quick and light. Shaping these curves is shaping the physical feeling of your world.
Put it together into a routine. First block your poses in Step so every key reads as a clean hold. Then switch keys to motion: Ease out of your anticipation for snap, Ease in into your settles for weight, Smooth or Ease in/out for the gentler in-betweens. Preview constantly with Play and Loop, watching the curve alongside the motion. Finally, fine-tune the stubborn segments with Add curve handles. Work coarse to fine, presets before handles, and the timing comes together quickly.
Open the graph, read the curve, pick your easing, preview. Links into the app. Saved on this device.
It plots a single property's value up the vertical axis against time along the horizontal axis, drawing the change between your keyframes as a curve. The slope of that curve is speed: steep means the value is changing fast, flat means it is barely moving or held. It shows how a value travels, not just when keys occur.
Right-click a key in the Motion Graph and choose from the Interpolation menu, or use the Interp dropdown in the inspector. Both offer the same modes, and the choice applies to the segment leaving that key, so you can mix modes freely along one property.
Linear moves at a constant, mechanical speed, right for machines, gears, and steady rotations, but stiff on anything alive. Smooth eases in and out of each key for soft, natural motion, making it the comfortable default for organic movement like a head turn or a drifting hand.
Ease in decelerates into a key, giving a soft, graceful arrival, a hand settling, a door easing shut. Ease out accelerates away from a key, giving an energetic, snappy launch, a punch releasing, a car pulling away. Combine Ease out of the start and Ease in to the end for a weighted, believable move.
Step holds a value flat until the next key, then jumps instantly, drawing as a staircase. It gives hard cuts and held poses, and it is the classic way to block a scene: judge every pose as a clean hold first, then switch keys to Smooth or Ease to bring in the motion.
Noise adds an organic, randomised jitter, right for flames, trembles, camera shake, or keeping an idle character from looking frozen. Bounce overshoots and settles in decaying wobbles, right for landings, dropped objects, and released springs. Both pack lively physics into a single interpolation choice.
When a preset mode is close but not exact, right-click a key and choose Add curve handles to attach draggable handles, then reshape the slope by hand for precise control over how fast the value leaves or arrives. If it goes wrong, Reset curve handles snaps the curve back to its default shape.
Spacing is how far a value moves between frames, and easing is how it speeds up and slows down. Together they read as weight and snap: gentle, even curves feel heavy and considered, while sharp curves with wide mid-spacing feel quick and light. The curve you draw is the physical feeling your audience senses.
Work coarse to fine. Block poses in Step, then switch keys to motion, Ease out for snap, Ease in for weight, Smooth or Ease in/out for gentle in-betweens. Preview constantly with Play and Loop, and only then fine-tune stubborn segments with curve handles. Presets before handles, always.
The same two poses can feel like a feather or an anvil, and now you know it all comes down to the curve. You can read the Motion Graph as speed, pick the right interpolation by feel, and fine-tune with curve handles. Next, put one of those modes to work at scale, the Cycle mode, and build motion that loops seamlessly forever.