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[[Home]](/docs/index.md)  [[User Guide]](/docs/guide/guide.md) [[Mesh Edit]](/docs/meshedit/overview.md) [[Path Tracer]](/docs/pathtracer/overview.md) [[Animation]](/docs/animation/overview.md)
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---
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# Animate
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When you select the Animate tab, a timeline window will show up at the bottom of your screen.
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Animation is performed by creating **keyframes** and **interpolating** between them.
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### Keyframes
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A keyframe associates an object's pose and properties with a specific frame in the timeline.
Keyframes can be associated with all objects (including the camera and individual joints associated with an object) in the scene.
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To create a keyframe for an object:

- Select a frame location along that objects timeline by clicking on the timeline. Remember to do this *before* editing the pose.
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- Change the pose or properties of the selected object and press `Set`. To set a keyframe for every object in the scene, use `Set All`. Note that only the poses (rotations) of joints can be animated, not their extents.
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To remove a keyframe in the timeline, click on it and press `Clear` to remove it. Press `Clear All` to clear the current keyframe of every object in the scene.
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![animating-cow](../animation/task1_media/animate_cow.gif)
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To see your animation, press `Play [space]` . Once you've implemented **spline interpolation**,  intermediate frames are generated by interpolating object poses between keyframes.

Check `Draw Splines` to visualize the spline along which objects are animated.
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![view-spline](./animate_mode/guide-animate-spline.png)
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`Add Frames` inserts 90 empty frames into the timeline. `Crop End` deletes frames from the selected location to the end of the timeline.

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### Posing
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Once you have [rigged](/docs/guide/rig.md) an object with a skeleton, it can now be posed by selecting a joint and changing its pose i.e., rotating the joint. This is called Forward Kinematics.
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Joint poses can also be indirectly changed by using the IK (Inverse Kinematics) handles to provide target positions.
Note that IK handles need to be explicitly enabled using the checkbox.
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Once you've implemented **forward kinematics**, **inverse kinematics** and **skinning**, as you change the pose, the mesh will deform.
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Different poses can be set as keyframes to animate the object.

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<video src="./animate_mode/guide-posing-rig.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
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