Animation
Dope Sheet, Tracks, Playhead, FPS, and Looping
Read the dope sheet, navigate to exact frames, play, zoom the timeline, and set animation FPS.
After this article
Navigate to the intended frame, inspect the intended track, and control playback.
Read the dope sheet at three levels
- Top toolbar: playback, frame navigation, FPS, keyframe actions, and easing.
- Left channel tree: bone, image, constraint, draw-order, event, and other tracks.
- Right timeline: frame ruler, playhead, and each track's keyframes.
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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
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.
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.
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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
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.