

Keyframes and section start times are displayed as white lines on parent header tracks. Use Ctrl + ] and Ctrl + [ to select all keyframes to the left or right of the playhead's location. You can change this behavior by disabling both the Snap to the Pressed Key and Snap to the Dragged Key settings in the Snapping toolbar menu. Multiple selected keys can also be moved relative to each other.īy default, the timeline Playhead will automatically snap to a selected keyframe, and will continuously snap to the keyframe while dragging it along the timeline. You can change the time of a keyframe by dragging it left and right. Keyframes from other tracks can be included in your selection when using marquee selection, and are highlighted when included within the marquee selection box. Keyframes are selected by clicking them individually or by dragging a marquee selection around a group of keyframes. When keyframes are pasted, the left-most keyframe will paste at the same location as the playhead, and the keyframe group (if multiple keys were copied) will be placed relative to that location. You can either right-click a keyframe and select one of these commands, or use the Ctrl + X, Ctrl + C, Ctrl + V hotkeys on a selected keyframe or group of keyframes. Keyframes can be copied and pasted using standard Cut / Copy / Paste commands. You can also duplicate a keyframe by holding Alt and dragging a key, or group of selected keys along the timeline. Doing this will create a duplicate keyframe at the same location as the original. You can duplicate a keyframe by right-clicking it and selecting Duplicate or by pressing Ctrl+W. Keyframes can be created by duplication and copy / paste methods. For example, in transform, if you only edit the X-Location property of an Actor, then only the X-Location channel will be keyframed. Only the axis that changes will be keyed.
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For example, in transform, if you only edit just the X-Location property of an Actor, then keyframes will be set on the full XYZ Location channels. For example, in transform, if you only edit the X-Location property of an Actor, then keyframes will be set on the full XYZ Location channels as well as all channels in Scale and Rotation.Īll axes within a channel will be keyframed when a value is changed. Channel keyframes are property types made up of several properties, such as Vectors or Transform.Īll channels and groups will be keyframed when a value is changed. You can also open the Keyframe Options Menu to change the number of keyframes that are automatically created when channel keyframes are being auto keyed. The track you are auto keying must already have keyframes present in order to automatically create new keyframes. If the playhead is at the same location as an existing keyframe when placing a new keyframe, it will be overwritten with the new keyframe.Ĭlicking the Add Key button next to a property in the selected Actor's Details panel. In most cases when a keyframe is created, it will be created at the location of the Playhead. There are a variety of ways to create keyframes in Sequencer. Most Actor properties can be animated in Sequencer, and therefore also be keyframed. Keyframes enable the animation of an object's position, color and other attributes. Similar to most animation software, objects are animated in Sequencer by creating keyframes within the timeline. You have an understanding of Sequencer and its Interface. This guide provides an overview of animation keyframing in Sequencer, and how sections enhance the animation feature set. They can either have an infinite or finite length, and also can be moved, trimmed, or blended. Sections are time ranges in which the track is being evaluated by Sequencer. Keyframes and track states reside within grouped containers, called Sections. Properties can either gradually change, or interpolate, between keyframes, or change immediately to the specified value upon reaching the keyframe. When the playhead reaches a key in the timeline, the properties are updated to the values defined at those points. Tracks and content in Sequencer are animated by creating Keyframes (also referred to as Keys) with defined properties at specific points along the timeline.
