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Core conceptsKeyframes

Keyframes

The model

A property is animated when it has a track. A track is a list of keyframes — a time, a value, and an interpolation — held in the document, which the engine owns.

Every frame, the engine samples every track at one time and produces a flat, immutable snapshot of the whole scene. That snapshot is what gets drawn. Nothing else decides what a frame looks like.

The stopwatch in the Properties panel or the timeline is what arms a property: it creates the track and writes the first keyframe.

Three ways to set one

The stopwatch

Click the stopwatch next to a property. A keyframe is written at the playhead with the current value. From then on, changing the value at a different time writes another keyframe automatically.

The chord

Alt + Shift + a property letter keys that property at its current visible value and auto-reveals the row so you can see the new diamond.

ChordProperty
Alt + Shift + PPosition
Alt + Shift + SScale
Alt + Shift + RRotation
Alt + Shift + TOpacity
Alt + Shift + AAnchor point

A preset

Applying an animation preset from the Animate menu writes real keyframes. There is nothing special about them afterwards — retime, re-ease and delete them like any others. See Animation presets.

Seeing what is animated

ChordShows
UOnly the properties that have keyframes
U twiceEvery modified property — animated, driven by an expression, or set away from its default
P / S / R / T / AJust that one property
The disclosure chevronThe whole property tree

Editing keyframes

  • Drag a diamond horizontally to retime it.
  • Marquee-select several, then drag them together.
  • Copy and paste — Ctrl/⌘ + C / V pastes at the playhead. Cut and Copy act on selected keyframes if there are any, and on layers otherwise.
  • J / K jump the playhead to the previous / next keyframe while the timeline has focus. With the viewport focused the same keys are the J-K-L shuttle — see Keyboard shortcuts.
  • Arrow keys nudge the selected keyframes a frame at a time (Shift: ten), and a burst of nudges is one undo step.
  • Right-click a keyframe for its Interpolation, Keyframe Velocity…, and previous / next keyframe.
  • Delete removes the selection.

Values can be edited in three places, all writing to the same track: the Properties panel row, the timeline property row’s scrubbable field, and the graph editor.

What can be keyframed

Essentially every numeric property in the app:

  • Transform — position, scale, rotation, opacity, anchor point.
  • Effect parameters, sampled per frame like anything else.
  • Light colour, intensity and radius.
  • Camera position, orientation and focal length.
  • Mask paths.
  • Shape operator parameters — repeater, trim paths, path operators.
  • Text animator parameters, including the range selector’s offset.
  • Particle emitter settings.
  • Puppet pin positions, and bone poses.
  • Nested composition time, via time remap.

The time-axis rule

Keyframes are written and read on the layer-local time axis, resolved by the engine. A naive “composition time minus clip start” is not the same axis once a layer is trimmed, stretched or time-remapped.

For everyday use the consequence is simple and useful: a layer’s animation travels with the layer. Drag the layer bar in time and its keyframes move with it. Time-remap the layer and its own keyframes stay coherent.

One gesture, one undo step

Every edit to a keyframe is a command sent to the engine, and a gesture — a drag, a preset applied to twenty layers, a whole assistant turn — is grouped into a single undo entry. Ctrl/⌘ + Z takes back the thing you did, not one of the hundred writes it was made of.

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