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Animation

Dope Sheet, Tracks, Playhead, FPS, and Looping

Read the dope sheet, navigate to exact frames, play, zoom the timeline, and set animation FPS.

BeginnerAbout 15 minFor Editor v1.0 · Tutorial updated Oct 26, 2026
Download the sample PSD

After this article

Navigate to the intended frame, inspect the intended track, and control playback.

01

Read the dope sheet at three levels

  1. Top toolbar: playback, frame navigation, FPS, keyframe actions, and easing.
  2. Left channel tree: bone, image, constraint, draw-order, event, and other tracks.
  3. Right timeline: frame ruler, playhead, and each track's keyframes.
Understand the areas before operating on keyframes.
  1. 1

    Expand the intended channel

    Find a bone in the left channel tree and expand rotation, translation, scale, shear, or another property. Each property has its own track.

    Expected resultYou can identify the object, property, and frame for any diamond keyframe.

  2. 2

    Zoom and pan the timeline

    Use the wheel to zoom, right-drag to pan, and right-double-click to restore the view. Avoid accidentally selecting keys in a crowded timeline.

    Expected resultThe tracks around the intended frame are easy to read.

02

Move the playhead accurately

ActionEffect
Drag the frame rulerMove to a frame
Frame-number fieldEnter an exact target frame
HomeGo to the first frame and stop
EndGo to the current highest keyframe
[ / ]Go to the previous or next existing keyframe
SpacePlay forward or pause
Shift + SpacePlay backward or pause
LToggle looping
  1. 1

    Enter the target frame

    Enter a frame number and confirm. The value is clamped to the active animation's valid range.

    Expected resultThe playhead and canvas pose update together.

    Use the frame field for exact navigation instead of repeatedly dragging the playhead.
  2. 2

    Inspect key by key

    Use [ and ] to move between existing keys. At each one, inspect the bones and images rather than only counting tracks.

    Expected resultYou can quickly locate the poses where motion changes.

03

Understand FPS and looping

FPS is the number of frames played per second. For the same frame range, a higher FPS shortens the duration. GIF and MP4 exports also use the active animation's FPS, so check the runtime and sharing requirements before changing it.

  1. 1

    Choose an FPS

    Select a value in the dope-sheet FPS menu and compare the same animation segment. Do not assume key positions changed merely because playback is faster.

    Expected resultYou understand that FPS changes playback and export timing, not the amount of motion detail.

  2. 2

    Inspect loops and final poses

    Enable L for looping animations such as idle and walk. For one-shot actions such as death, focus on the final pose rather than forcing a return to frame 0.

    Expected resultLoops have no obvious jump and one-shot actions settle correctly.

    Check playback together with the active animation, FPS, and loop setting.