Appearance
Timeline
Where an animation is made: what changes, and when.
The bottom of the window, in Animate mode. If Animation States are open instead, the Animation States graph takes this space.

What it does
A timeline is a list of tracks — one per property you have keyed — and the keys on them. Between two keys, the editor works out the values in between; how it gets from one to the other is the interpolation.
Along the top is the transport: play, loop, ghosts, auto-key, the work area, and the Key button.
Your first key
- Switch to Animate (
Tab). - Put the playhead where the movement should start.
- Move something on the stage. With auto-key on — the red dot in the transport, on by default — a key lands at the playhead.
- Move the playhead on, and move the object again. That is an animation.
With auto-key off, nothing is recorded by moving things: you key deliberately, with the diamonds in the inspector or the diamond on a track row. The transport says which way you are working:
Auto-key on: moving, turning or recolouring something writes a key at the playhead. Click to turn off.
Auto-key off: a property with no keys changes the setup (start it with its diamond in the inspector); one that already has keys still keys at the playhead. Click to turn on.
Which one to use. Auto-key is quicker and is how most animation is built. Turn it off when you are adjusting how a graphic starts — its setup — rather than how it moves, because with it on, every nudge is recorded. A property that already has keys keys either way: drag, type or scrub it at the playhead and a key is added or updated there, and scrubbing afterwards shows the new key on every frame.
Reading the tracks
Rows come in three levels: the object, a group of its properties (Position, Scale, Rotation, Fill, Text…), and the channel itself, with its current value and a diamond.
- The diamond on a channel row is filled when there is a key at the playhead. Clicking it adds a key, or removes the one that is there.
- Folding an object keeps its keys visible, gathered on the object's own row.
- Clicking an object's name selects all of its keys; clicking it twice brings the view to them.
An empty timeline tells you how to start rather than showing you nothing.
The rest of the timeline
| Page | What it covers |
|---|---|
| Transport and playback | Play, loop, ghosts, auto-key, the Key button, shift and stagger |
| Timeline settings | Duration, frame rate, speed, quantize, what the readout shows |
| Tracks and keys | Selecting, moving, copying and retiming keys |
| Interpolation | Hold, linear, cubic, elastic, and the curve |
| Graph editor | The same keys as curves of value over time |
| Work area | Playing and exporting part of a timeline |