FoundryInk Academy Academy / Animation course
Animation course

Timeline Tools in Depth

Posing is half of animation. Timing is the other half, and timing lives on the timeline. This studio hides a surprising amount of power down there: four different ways to view your motion, markers to hit your beats, tools to stretch time, and a whole menu of interpolation curves that decide whether a move snaps, glides, or bounces. Here is how the timeline works.

Read time about 13 min

1Four ways to see your motion

The timeline offers four view tabs, each showing the same animation through a different lens: Frames, Channels, Sequencer, and Motion Graph. You will not use all four for every shot, but knowing which one answers which question saves enormous time. Frames is your everyday home; the others are specialist tools you reach for when a specific problem shows up. Click between the tabs freely, because switching view never changes your animation, only how you look at it.

The four timeline view tabs: Frames, Channels, Sequencer and Motion Graph.
The four timeline view tabs: Frames, Channels, Sequencer and Motion Graph.See the full screen
Each view is just a different pair of glasses on the same data. Nothing you do by switching tabs can harm your keys.
Pro note
Four windows onto one animation. Learn which window shows which trouble and debugging your timing gets a whole lot faster.

2Frames view: your everyday home

The Frames view is the classic dope-sheet: a grid of frames with your keyframes laid out as dots you can grab, slide, and delete. This is where you do most of your timing work, dragging a key later to slow a move or earlier to snap it. It shows every layer's keys stacked so you can see how the whole scene lines up at a glance. If you only ever learned one view, this would be it.

The Frames view: each row's keys as dots on a frame grid, with a key selected on the Mouth row.
The Frames view: each row's keys as dots on a frame grid, with a key selected on the Mouth row.See the full screen
Drag-select a block of keys to move a whole section of timing at once. Great for pushing an entire action later without re-timing each key.
Pro note
Frames view is where the real work happens. Plain, reliable, and where you will spend most of your time.

3Channels view: one property at a time

The Channels view breaks a layer or bone down into its separate animated properties, so you can see the keys for position apart from the keys for angle apart from scale. This is a lifesaver when a move looks wrong but you cannot tell which property is misbehaving. Isolate the channel, inspect its keys, and fix just that one without disturbing the others.

The Channels view splits the Prop row into angle, scale, x and y, each with its own keys.
The Channels view splits the Prop row into angle, scale, x and y, each with its own keys.See the full screen
Use Channels when a bone drifts in a way you did not intend. Often one stray key on a single channel is the whole culprit.
Pro note
When something moves wrong and you cannot see why, Channels splits the tangle into neat threads. Usually one thread is the whole knot.

4Sequencer view: arrange the big blocks

The Sequencer view zooms out to treat chunks of animation as blocks you can slide around in time, so you are arranging sections rather than individual keys. It is the right view for structuring a longer piece, nudging an entire action to start later, or reordering beats. Where Frames is about the precise placement of each key, Sequencer is about the shape of the whole timeline. Use it when you are editing the story of the shot, not its details.

The Sequencer view lists each row as one lane, from Camera down to Audio.
The Sequencer view lists each row as one lane, from Camera down to Audio.See the full screen
Sequencer is your storyboard in motion. Block the piece out here first, then switch to Frames to polish the timing within each block.
Pro note
Zoom out with the Sequencer and you stop fussing over single frames. Sometimes the fix is just sliding a whole beat two seconds later.

5Motion Graph view: shape the curves

The Motion Graph view plots a property's value as a curve over time, and the slope of that curve is the speed of the motion. A steep line is fast; a flat line is a hold; a gentle S is a smooth ease. This is where you sculpt the feel of a move by dragging its curve, and where you set interpolation precisely. Right-click a point here to open Interpolation and choose how the studio travels between two keys.

The Motion Graph view plots the Prop row's angle, scale, x and y as curves over time.
The Motion Graph view plots the Prop row's angle, scale, x and y as curves over time.See the full screen
The Motion Graph is where animation stops looking mechanical. A move with a nicely shaped curve reads as natural; a straight line reads as a robot.
Pro note
The graph is where a move gets its feel. A flat line between keys reads like a robot; a curved one reads like a person. Bend the line and the motion gains weight.

6Transport: play, stop, and find your place

The transport row runs playback. Play and Stop do the obvious, while the Frame readout shows your current frame out of the total so you always know where you are. Turn on Loop to play a section over and over while you tune it, which is how you will judge almost everything. Get comfortable tapping Play constantly, because animation reads completely differently in motion than it does frozen.

The transport row during playback: Stop, Frame 13 / 48, and Loop switched on.
The transport row during playback: Stop, Frame 13 / 48, and Loop switched on.See the full screen
Loop a short range and watch it fifty times if you have to. Your eye adapts, so keep fresh by looking away and back between passes.
Pro note
Play, judge, tweak, play again. That loop is the actual job. Frozen frames lie; only motion tells the truth.

7Jump between keyframes

Scrubbing frame by frame to find your next key is slow, so use Previous keyframe and Next keyframe to leap the playhead straight from one key to the next. This lands you exactly on the frames that matter, which is where you almost always want to edit. It keeps you on the beats of your animation rather than lost in the tween frames between them. Pair it with the property views to hop through just the keys on one channel.

Next keyframe jumped the playhead straight to the next key, at Frame 9 / 48.
Next keyframe jumped the playhead straight to the next key, at Frame 9 / 48.See the full screen
Jumping key to key is the fastest way to audit a move. Step through your keys in order and you will spot a mistimed one instantly.
Pro note
Do not crawl the timeline frame by frame like it is 1995. Hop key to key and land where the decisions actually are.

8Stepped playback: On 1s, 2s, and 3s

Traditional animation rarely changes the drawing every single frame; it holds each one for a beat, and that hold has a name. The stepped playback toggle lets you preview On 1s, On 2s, or On 3s, meaning each drawing is held for one, two, or three frames. Animating on 2s (every second frame) is the classic look and instantly gives motion that hand-drawn snap, while on 1s feels smooth and modern. Toggle between them to feel which suits your piece before committing.

The stepped playback toggle switched from On 1s to On 2s.
The stepped playback toggle switched from On 1s to On 2s.See the full screen
On 2s is the workhorse of hand-drawn animation. It looks deliberate and lively, and it is half the drawings, so it is kinder on your time too.
Pro note
On 2s is the classic choice for hand-drawn animation. Snappy, characterful, and it halves your workload. Hard to beat.

9Two-way onion skin

Onion skin shows ghosts of neighbouring frames so you can draw and pose in relation to what came before and after. Click the Onion eye to switch it on: past frames ghost in red, and the forward stepper +N lets you also show future frames, which ghost in green. Seeing both the previous and next poses at once is how you get spacing right, keeping your in-betweens evenly placed. Bump the +N value to peek further ahead when a move spans several frames.

Onion skin on a bouncing ball: ghosts of the neighbouring frames show around the current one.
Onion skin on a bouncing ball: ghosts of the neighbouring frames show around the current one.See the full screen
The Onion eye switched on, with the past and future frame counts beside it on the Onion slider.
The Onion eye switched on, with the past and future frame counts beside it on the Onion slider.See the full screen
Red is behind you, green is ahead. Line your current pose up between the two ghosts and your spacing will look smooth on playback.
Pro note
Red for the past, green for the future, and your drawing sits in between. A simple way to keep your spacing even and stay on-model.

10Markers: label your beats

Markers pin named moments on the timeline so you never lose your beats. Move the playhead to a key moment and add a marker (the dialog reads Marker at frame with an Add marker button), then use Jump to previous marker and Jump to next marker to leap between them. Use markers for the musical hits, the lines of dialogue, or the story beats you are animating to. When a marker is no longer useful, Delete marker clears it.

The Marker at frame 1 dialog: a Note field with Cancel and Add marker.
The Marker at frame 1 dialog: a Note field with Cancel and Add marker.See the full screen
Jump to next marker, beside Markers above the timeline, moves the playhead to the next marker.
Jump to next marker, beside Markers above the timeline, moves the playhead to the next marker.See the full screen
If you are animating to audio, drop a marker on every beat or accent first. Then you just pose to the marks, and the timing takes care of itself.
Pro note
Markers are the pins in your map. Drop them on the beats before you animate, then aim your poses right at the pins.

11Insert frames to make room

Sometimes a move needs more breathing room than you left it. Insert frames pushes everything after the playhead later in time, opening a gap you can fill. The dialog asks how many (Frames to insert) and its Insert button does the shift, so a move that felt rushed suddenly has space to ease. This shifts every downstream key together, keeping their relative timing intact while giving the earlier section room. It is the clean way to stretch a section without hand-dragging dozens of keys.

Insert frames at frame 1: set Frames to insert, then press Insert.
Insert frames at frame 1: set Frames to insert, then press Insert.See the full screen
Insert frames shifts everything after the playhead, so place the playhead exactly where you want the new gap to open before you insert.
Pro note
Ran out of room for a move? Insert a few frames and everything downstream shifts along. Instant space.

12Interpolation: how a move travels

Between any two keys the studio has to decide how to travel, and that choice is the interpolation mode. Set it by right-clicking in the Motion Graph and choosing Interpolation, or from the inspector's Interp dropdown. The staples are Linear (constant, mechanical speed), Smooth (gentle ease at both ends), and Step (hold) (no motion at all, then a sudden jump). Getting these right is the difference between motion that feels designed and motion that feels like a spreadsheet.

Right-click in the Motion Graph: the INTERPOLATION menu, from Linear and Smooth to Cycle and Bounce.
Right-click in the Motion Graph: the INTERPOLATION menu, from Linear and Smooth to Cycle and Bounce.See the full screen
A Step (hold) curve in the Motion Graph: the value jumps at each key and holds until the next.
A Step (hold) curve in the Motion Graph: the value jumps at each key and holds until the next.See the full screen
Default to Smooth for organic motion and Step (hold) for anything that should snap, like a Vitruvian pose swap or an eye blink.
Pro note
Linear is fine but flat on its own. Reach for Smooth and the eases to give a move some shape.

13The eases, and the fun ones

Beyond the staples sits a whole menu of feel. Ease in, Ease out, and Ease in/out control where a move accelerates and decelerates, which is most of what makes motion look weighty. Then the characterful ones: Cycle repeats a motion for loops, Noise adds a jitter for shakes and static, and Bounce makes a value overshoot and settle like a dropped ball. Try Bounce on a landing or a stretchy squash-and-stretch and it does the springy secondary motion for you, no extra keys required.

An Ease in/out curve in the Motion Graph: slow start, fast middle, slow finish.
An Ease in/out curve in the Motion Graph: slow start, fast middle, slow finish.See the full screen
The Cycle ease in the Motion Graph: the value rises and falls back as a loop.
The Cycle ease in the Motion Graph: the value rises and falls back as a loop.See the full screen
Bounce is the crowd-pleaser: one setting turns a plain stop into a lively rebound. Use it on landings, springs, and anything cartoony.
Pro note
Bounce is the easy win. Put it on a landing and your character rebounds like a proper cartoon.

14Fine-tune with curve handles

When a preset ease is close but not quite right, take manual control. In the Motion Graph, Add curve handles gives a key adjustable handles you can drag to shape the exact acceleration, letting you craft a bespoke ease no preset offers. If you overcook it, Reset curve handles returns the key to its default. This is the finishing polish, the last few percent that separates a good move from a great one. Reserve it for the hero moments; not every key needs hand-sculpted timing.

A key with curve handles in the Motion Graph, dragged to shape a custom ease.
A key with curve handles in the Motion Graph, dragged to shape a custom ease.See the full screen
Do not hand-tune every key. Get the whole shot working with presets first, then only sculpt handles on the two or three moves that truly carry the scene.
Pro note
Curve handles are the fine sandpaper. Do not start with them, finish with them, and only on the moves that really need it.

15What good timing looks like

Good timing has variety: fast bits and slow bits, snaps and holds, not one uniform speed throughout. Play your piece on Loop and ask whether the accents land where the story wants them (that is what your markers are for). If everything feels floaty, add some Step (hold) and sharper eases; if it feels robotic, spread your keys and switch Linear to Smooth. The best test is simple: does it feel like something with weight and intent, or like values marching in a line?

Checking the timing: the piece playing on Loop, with its Markers above the timeline.
Checking the timing: the piece playing on Loop, with its Markers above the timeline.See the full screen
Contrast is everything. A hold makes the next move hit harder, and a slow build makes a fast snap feel violent. Play speeds off each other.
Pro note
Great timing is all about contrast: hold, then snap; drift, then hit. Even speed all the way through is the one true sin. Mix it up.

Own the timeline

View, mark, shape. Links into the app. Saved on this device.

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Quick questions

Frames is the everyday dope-sheet of keys, Channels isolates one property at a time, Sequencer arranges big blocks of animation, and Motion Graph plots value over time so you can shape the speed curves. Same animation, four lenses.

Move the playhead to a beat and add a marker, then use Jump to previous marker and Jump to next marker to leap between them. Delete marker clears one. Markers are ideal for pinning musical hits or dialogue beats.

It shifts everything after the playhead later in time, opening a gap you can fill. The dialog asks how many frames to insert. Use it to give a rushed move more room without dragging every downstream key by hand.

It sets how many frames each drawing is held: one, two, or three. On 2s is the classic hand-drawn look, snappy and characterful, while on 1s is smooth and modern. Toggle to preview which fits your piece.

Click the Onion eye to show past frames as red ghosts, then raise the forward +N stepper to also show future frames as green ghosts. Posing between the red and green ghosts keeps your spacing even.

Smooth for most organic motion, Step (hold) for anything that should snap instantly, and Linear only when you genuinely want constant speed. The eases add weight, and Bounce gives a springy overshoot with no extra keys.

Only when a preset ease is close but not perfect. Add curve handles lets you drag the exact acceleration on a key, and Reset curve handles undoes it. Save this hand-tuning for the few hero moves that carry the scene.

Never. The view tabs only change how you look at the same keys. You can flip between Frames, Channels, Sequencer, and Motion Graph as much as you like with zero risk to your work.

Time is on your side

Four views, markers, inserted frames, stepped previews, two-way onion, and a full menu of curves right up to Bounce. You can now shape not just where things move but exactly how they feel. Next we make one bone drive another for effortless secondary motion.