*************** Timeline Editor *************** The *Timeline* editor, identified by a clock icon, is shown by default at the bottom of the screen. .. figure:: /images/editors_timeline.png The Timeline. The *Timeline* is not much of an editor, but more of an information and control. Here you can have an overview of the animation part of your scene. What is the current time frame, either in frames or in seconds, where are the keyframes of the active object, the start and end frames of your animation, markers, etc... The *Timeline* has *Player Controls*, to play, pause the animation, and to skip though parts of the scene. It also has some tools for *Keyframes*, *Keying Sets*, and *Markers*. Main View ========= The main *Timeline* region displays the animation frames over time. .. figure:: /images/editors_timeline_main.png Timeline Main Area. Adjusting the View ------------------ The *Timeline* can be panned by holding :kbd:`MMB`, then dragging the area left or right. You can zoom the *Timeline* by using :kbd:`Ctrl-MMB`, the mouse :kbd:`Wheel`, or pressing :kbd:`NumpadMinus` and :kbd:`NumpadPlus`. Time Cursor ----------- The *Time Cursor* is the green line, it is used to set and display the current time frame. .. figure:: /images/editors_timeline_cursor.png :align: center Time Cursor. The *Time Cursor* can be set or moved to a new position by pressing or holding :kbd:`LMB` in the Timeline editor. The current frame or second can be displayed on the *Time Cursor*, check the View menu for settings. The *Time Cursor* can be moved in steps by pressing :kbd:`Left` or :kbd:`Right`, or in steps of 10 frames by pressing :kbd:`Shift-Up` or :kbd:`Shift-Down`. Playback/Rendering Range ------------------------ By default, the *Playback/Rendering Range* (Frame Start 1 to Frame End 200) is a lighter shade of gray. The start and end frame can be set to the *Time Cursor* by pressing :kbd:`S` or :kbd:`E`. The *Playback Range* can also be set by pressing :kbd:`P` then drawing a box. Keyframes --------- For the active and selected objects, keyframes are displayed as a yellow line. For *Armatures*, the object keyframes and the pose bones keyframes are drawn. *Only Selected Channels* can be enabled. :menuselection:`Timeline --> View --> Only Selected Channels`. For *Armatures*, this will draw the object keyframes, and the keyframes for the active and selected pose bones. Markers ------- Markers are the small triangles, with their name near them. Markers are usually used to identify key parts of the animation. .. figure:: /images/animation_markers_standard.png Markers. See the :doc:`Markers page ` for more information. Header ====== Menus ----- .. _timeline-view-menu: View Menu ^^^^^^^^^ The *View Menu* controls what you see, and what it looks like. Show Seconds :kbd:`Ctrl-T` Whether to show the time in the X-axis and the *Time Cursor* as frames (based on the FPS) or as seconds. Lock Time to Other Windows ToDo. Show Frame Number Indicator This will draw the current frame or seconds on the *Time Cursor*. Only Keyframes from Selected Channels For *Armatures*, this will draw the object keyframes, and the keyframes for the active and selected pose bones. Cache Show Cache Show all enabled types. Softbody, Particles, Cloth, Smoke, Dynamic Paint, Rigid Body. .. figure:: /images/editors_timeline_cache.png Timeline Cache. View All :kbd:`Home` Maximize the area based on the Animation Range. View Frame :kbd:`Numpad0` Centers the Timeline to the Time cursor. Bind Camera to Markers :kbd:`Ctrl-B` This is used switch cameras during animation. It binds the active camera to the selected markers. First select a camera. Then select the marker(s). Then use the function. Marker Menu ^^^^^^^^^^^ See the :doc:`Markers page ` for more information. Frame Menu ^^^^^^^^^^ Auto-Keyframing Mode This controls how the Auto Keyframe mode works. Only one mode can be used at a time. Add & Replace Add or Replace existing keyframes. Replace Only Replace existing keyframes. .. _timeline-playback: Playback Menu ^^^^^^^^^^^^^ Top-Left 3D Editor While playing, updates the Timeline, if Animation Editors and All 3D View Editors disabled. All 3D View Editors While playing, updates the 3D View and the Timeline. Animation Editors While playing, updates the Timeline, Dope Sheet, Graph Editor, Video Sequence Editor. Property Editors When the animation is playing, this will update the property values in the UI. Image Editors The UV/Image editor in Mask mode. Sequencer Editors While playing, updates the Video Sequence Editor. Node Editors While playing, updates the Node properties for the Node Editor. Clip Editors While playing, updates the Movie Clip Editor. Follow Animation editors can be setup to always follow the time indicator as animation is being played back. Following will be done when animating and changing frame. Frame Dropping Play back dropping frames if frame display is too slow. AV-sync Play back and sync with audio clock, dropping frames if frame display is too slow. See `Synchronize Playback`_ for more info. Audio Muted Mute the sound from Sequence Editors. Audio Scrubbing If your animation has sound, this option plays bits of the sound wave while you move the time cursor with :kbd:`LMB` or keyboard arrows (like a moving playhead) . .. _animation-editors-timeline-headercontrols: Header Controls --------------- The Timeline header controls. .. figure:: /images/editors_timeline_header.png Timeline header controls. \1. Range Control, 2. Frame Control, 3. Player Control, \4. Synchronize Playback, 5. Keyframe Control. Range Control ^^^^^^^^^^^^^ Use Preview Range This is an alternative range used to preview animations. This works for the UI playback, this will not work for rendering an animation. See :ref:`graph-preview-range`. Lock Time Cursor to Playback Range This limits the *Time Cursor* to the *Playback Range*. Frame Control ^^^^^^^^^^^^^ Start Frame The start frame of the animation/playback range. End Frame The end frame of the animation/playback range. Current Frame :kbd:`Alt-Wheel` The current frame of the animation/playback range. Also the position of the *Time Cursor*. Player Control ^^^^^^^^^^^^^^ These buttons are used to set, play, rewind, the *Time Cursor*. .. figure:: /images/editors_timeline_player_controls.png :align: right Player Controls. Jump to start :kbd:`Shift-Ctrl-Down`, :kbd:`Shift-Left` This sets the cursor to the start of frame range. Jump to previous keyframe :kbd:`Down` This sets the cursor to the previous keyframe. Rewind :kbd:`Shift-Alt-A` This plays the animation sequence in reverse. When playing the play buttons switch to a pause button. Play :kbd:`Alt-A` This plays the animation sequence. When playing the play buttons switch to a pause button. Jump to next keyframe :kbd:`Up` This sets the cursor to the next keyframe. Jump to end :kbd:`Shift-Ctrl-Up`, :kbd:`Shift-Right` This sets the cursor to the end of frame range. Pause :kbd:`Alt-A` This stops the animation. Synchronize Playback ^^^^^^^^^^^^^^^^^^^^ .. figure:: /images/animation_red_fps.png :figwidth: 109px :align: right 3D View Red FPS. 60:54.75 When you play an animation, the FPS is displayed at the top left of the 3D View. If the scene is detailed and playback is slower than the set *Frame Rate* (see :ref:`render-tab-dimensions`, these options are used to synchronize the playback. No Sync Do not sync, play every frame. Frame Dropping Drop frames if playback is too slow. This enables *Frame Dropping* from the *Playback Menu*. AV-sync (Audio Video Synchronization). Sync to audio clock, dropping frames if playback is slow. This enables *AV-sync* and *Frame Dropping* from the *Playback Menu*. .. _animation-editors-timeline-autokeyframe: Keyframe Control ^^^^^^^^^^^^^^^^ Auto Keyframe .. figure:: /images/editors_info_keyframes-auto.png :align: right Timeline Auto Keyframe. The "Record" red-dot button enables something called *Auto Keyframe* : It will add and/or replace existing keyframes for the active object when you transform it in the 3D View. For example, when enabled, first set the *Time Cursor* to the desired frame, then move an object in the 3D View, or set a new value for a property in the UI. When you set a new value for the properties, Blender will add keyframes on the current frame for the transform properties. Other use cases are :ref:`Fly/Walk Mode <3dview-walk-fly>` to record the walk/flight path and :ref:`Lock Camera to View <3dview-lock-camera-to-view>` to record the navigation in camera view. Auto Keying Set When enabled *Auto Keyframe* will insert new keyframes for the properties in the active *Keying Set*. Layered Adds a new NLA Track and strip for every loop/pass made over the animation to allow non-distructive tweaking. .. note:: Note that *Auto Keyframe* only works for transform properties (objects and bones), in the 3D Views (i.e. you can't use it e.g. to animate the colors of a material in the Properties editor...). Keyframe Type :ref:`keyframe-type` on insertion. Active Keying Set .. figure:: /images/editors_timeline_keying-sets.png :align: right Timeline Keying Sets. *Keying Sets* are a set of keyframe channels in one. They are made so the user can record multiple properties at the same time. With a keying set selected, when you insert a keyframe, Blender will add keyframes for the properties in the active *Keying Set*. There are some built in keying sets, *LocRotScale*, and also custom keying sets. Custom keying sets can be defined in the panels :menuselection:`Properties --> Scene --> Keying Sets + Active Keying Set`. Insert Keyframes Insert keyframes on the current frame for the properties in the active *Keying Set*. Delete Keyframes Delete keyframes on the current frame for the properties in the active *Keying Set*.