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Transport and playback ​

Playing the timeline, and the controls along the top of it.

Playing ​

The transport: the readout, play, loop, ghosts, auto-key, Key, the bulk key controls, and the rate and length

ControlWhat it does
Play / PauseSpace over the timeline. Blue while playing
LoopOne control, three settings: plays once, loops, or ping-pongs back and forth. Its tooltip says what a click will change it to. The setting is part of the timeline and travels with the graphic
The readoutWhere the playhead is. Click it for the settings
N fps · NfThis timeline's rate and length
SpeakerOnly when the scene has sound: mutes or unmutes it. Its tooltip says "Sound on. Click: mute" or "Sound muted. Click: sound on", and the setting is remembered. Muting silences only the speakers; the scene's sounds keep their timing. Orange, and not clickable, when no sound output device could be opened: "No sound output device: the scene plays silent here"

Sound. A scene with sound plays it on the stage while it plays, whether the sound comes from timeline keys or from Animation States, nested components included. Pause holds a sound where it is; stopping or moving the playhead stops it. The Animation States panel has the same speaker beside its Play controls. See Event › Playing a sound.

Ghosts (onion skin) ​

Faded copies of the frames around this one, so you can see where a movement is coming from and going to.

Three numbers set them: ghosts before this frame, how many frames apart, and ghosts after. They are in two places, and changing either changes both — hover the ghost button for the quick version, or tick Onion skin in the timeline settings and they appear under it. The tooltip lists the frames being ghosted, for example Ghosting 38, 36, 34, 32, 30.

Ghosts are a way of looking — they are a preference, not part of the document, and they disappear while the animation runs.

Auto-key ​

The red dot. On by default. It decides whether a property with no keys yet starts getting them: on, editing it on the stage writes a key at the playhead; off, editing it changes the graphic's setup, and you start its keys with its diamond in the inspector.

A property that already has keys always keys. Change it at the playhead (drag, type or scrub) and a key is added or updated there, whether the dot is on or off.

The Key button ​

Keys the selected object at the playhead across its usual channels, in one press — quicker than clicking several diamonds when you want a whole object pinned at a moment.

Moving keys in bulk ​

These appear as soon as keys are selected:

ControlWhat it does
Shift and a number of framesMoves every selected key by that many frames
StaggerCascades them: the first object stays, the next moves one step, the one after two. Needs keys on two or more objects
The ⇅ buttonCascades the other way, from the last object back to the first
Fit to and a numberRetimes the selection to last that many frames, starting where it starts now

Stagger is how a list animates in. Key eight rows identically, select all the keys, set a step of 3 frames, press Stagger, and they come on one after another. Changing your mind is one press of ⇅.

The editor says why a control is unavailable rather than doing nothing: "Stagger needs keys on two or more objects, and a step that is not zero."

Moving the playhead ​

KeysWhat it does
← →One frame
Shift+← Shift+→The jump step, ten frames unless you change it
Home EndFirst frame, last frame
, .The previous or next key on the rows you are working on
F, Shift+FZoom to the selected keys, or out to the whole timeline

Every step stops at the ends: past the last frame is the last frame, not a wrap.

See also ​

airZ Editor manual