ActionForge Docs Back to ActionForge

The main page

Pick an animation, play it on a character, pose it, key it, layer it and export it — all on one page. Here is what each part of the page does, in the order you see it.

0The whole screen

The main page as it opens, the Walk paused on frame 10, the left upper arm picked. Click a number to go to its part.

AreaWhat it is for
1Top barThe site's links: the Motion Lab, the desktop app, FAQ, What's new, Preferences — and New animation, Import animation.
2Workspace barDownload: the animations you ticked, or the one on stage.
3Left columnThe Outliner (the rig as a tree), or Setup: Character, Stage, Import, Projects, Picker, Mask.
4View switchesThe pose tools, and how the character is shown and played.
5The viewThe character in 3D: drag to orbit, scroll to zoom, Space to play or pause.
6Right columnAnimate (Transform, Rig, Adjust, Layers), or the Library (Animations, Poses, Characters, Props).
7TimelinePlayback, undo and keying, and the animation as Strips, Graph or Keys.

1Top bar

Across the top of every page of the site: where you are, the other pages, and the site's own links.

NameWhat it does
1ActionForgeThe site's name. Click it to come back to this page from any other.
2Motion LabA page of its own: one animation reshaped in depth — its curves, its controls, a style — and made into its eight directions. What you save there is here, under Yours. Its own docs page comes later.
3The line under the nameWhat the site is for, in one line.
4Animations CC0 · Code © · Licences · PrivacyAnimations CC0: the library's animations are free to use anywhere, commercially, with no credit needed (hover an animation to see who made it). Code ©: the app and its code are not open. Licences: the licences in full. Privacy: what the site keeps about you — nothing you make is uploaded.
5Desktop appActionForge for Windows and Linux: a window of its own that works with no connection.
6SupportWays to support ActionForge.
7FAQThe questions people ask most, answered.
8What's newWhat has changed on the site. A dot shows until you have read the newest.
9PreferencesHow you like to work. Preferences, below.
10Discord, YouTubeActionForge's Discord, and CGstuff's YouTube channel.
11CGstuffCGstuff's own site.
12New animationStart one of your own animations from nothing. Give it a Name, a Length in frames, and what it Starts as — the rest pose, or the pose on screen — then Create. It is kept under Yours and opens on its first frame, its keys going into the layer Base. What was on the timeline is kept under Projects, in Recover.
13Import animationBring in an animation from a file: FBX or GLB, on ActionForge's own skeleton, Mixamo's, Unreal's (UE4, UE5) or Reallusion's (CC, ActorCore). It is read and kept on your computer — nothing is uploaded — and only the animation is kept, never the character. It opens Setup › Import too.

1.1Preferences

How you like to work. Kept in this browser, for every page of the site.

NameWhat it does
1Snap switches at onceOn: the IK | FK snap also keys the frame before, so the switch is instant. Off: the switch blends from its last key, as in Auto-Rig Pro.
2WorkflowHow an arm or a leg is worked. Simple: each is FK until you turn its IK on, for the whole animation. Complex: IK and FK always both on, blended with the IK / FK slider and its snaps, as in Auto-Rig Pro. An animation plays the same either way.
3Show both IK and FK while blendingComplex only. On: a limb's FK and IK controls are both always drawn, the side not driving fainter. Off: the side not driving is hidden.
4FK shapesHow the FK controls are drawn. Simple: a dot on each joint and lines between them. Complex: rings round the bones.
5Only the selected limbOn: Animate › Rig shows the IK | FK switch, the IK / FK slider and the pole for the limb of the control you picked. Off: for every arm and leg.
6Library folderChoose a folder…: your work is kept in a folder on your computer too, so clearing the browser does not lose it. If the browser is ever cleared, choose the same folder again and it is all back. Chrome and Edge on a desktop only.
7OfflineOn the published site: Keep it for offline keeps the site on your computer, so it opens with no connection; then Fetch the whole library keeps every animation, pose, character and prop too, and Remove the offline copy takes it off again — what you made stays.
8Setup's columnWhich side of the window the column with Setup sits on. Left: left of the view, as it begins. Right: at the window's right edge, after the tools. That column holds the Outliner too — or the Library, when Window ▾ swaps them.
9✕Closes Preferences.

2Workspace bar

Under the top bar: the workspaces on the left — each the page laid out for one kind of work — and, at the right end, what is shown and what goes out.

NameWhat it does
1Setup · Animate · Browse · SceneThe workspaces. Click one to lay the page out for that kind of work — the same animation, view and scene, only the panels around them change. The one you are in is lit. Each shows some of the page's panels to begin with (below), and remembers its own: what you show or hide in one changes that one only. The page opens in Animate.
2+A workspace of your own. Name it, and it starts with what the workspace you are in shows; set what it shows in Window ▾. Its tab sits after the four. Up to four of your own — with four, the + is greyed. Rename or delete one in Window ▾.
3Window ▾Which panels the workspace you are in shows. Window, below.
4Download ▾Opens the download. Download, below.

Your own workspaces are kept in this browser — and, with a library folder picked, as files in its workspaces folder too: a cleared browser has them back when the folder is picked again, and the desktop app has them when it uses the same folder.

What each workspace shows to begin with:

WorkspaceForShows
SetupA character brought in, rigged and skinned.Setup › Character, Import, Projects; the Library's Characters. No Outliner, no Animate panel, no timeline.
AnimatePosing and keying.Everything but Setup's Stage, Import, Projects and Animations.
BrowsePicking animations to use or download.The Library, all four tabs; Setup › Character and Animations; the timeline, to play them. No Outliner, no Animate panel.
SceneStaging: the camera, props, who is in the shot.The Outliner; Setup › Stage and Character; Animate › Transform; the Library's Characters and Props. No timeline.

The pictures on this page show every panel (Animate, with nothing hidden in Window ▾), so each part of the page can be explained; a workspace shows some of them.

2.1Window

Which panels the workspace you are in shows: a tick shows one, no tick hides it, and it stays so in this browser until it is ticked again. Every panel keeps its place — what is hidden leaves room to the rest. A panel hidden keeps working behind it; only its place on the page goes.

NameWhat it does
1The workspaceWhich workspace these ticks are for: they are its own.
2A groupOutliner, Setup, Animate, Library, Timeline. Its tick hides or shows its whole tab — or, the Timeline, the whole timeline with its bar, and its play and key buttons with it. A column whose tabs are all hidden goes, and the view takes its room.
3Its itemsWhat the group holds: Setup's tools, Animate's (Transform, Rig, Adjust, Layers), the Library's tabs (Animations, Poses, Characters, Props). Each tick hides or shows that one. Every item of a group unticked, the group goes too; ticking the group again brings them all back. Hiding the tool or tab you are in opens the next one.
4Layers · 2How many layers the animation has above Base — shown hidden or not, so a layer playing is never out of sight.
5Swap Outliner and LibraryThe Library beside Setup in the left column, the Outliner beside Animate in the right. Each column keeps its width. The same in every workspace.
6Show allEvery panel shown again, in this workspace.
7Reset ‹workspace›This workspace as it began. Greyed while it is as it began. In a workspace of your own, Rename and Delete are here instead: Rename gives it another name; Delete asks first, then takes it away with what it shows, and the page goes to Animate.

The column with Setup can sit at the window's right edge instead: Preferences › Setup's column.

2.2Download

What leaves ActionForge as a file: the animations you ticked in the Library, or, with none ticked, the one on stage — as it plays, with everything you did to it. Or a set of yours from Setup › Animations, on its own character, as one file.

NameWhat it does
1What goes · All · ClearWhat the download holds: Current clip when nothing is ticked in the Library, or how many are ticked. All ticks every animation the Library lists; Clear unticks them. With some of your own ticked, Delete shows here too.
2Include character meshThe character's body in the file with the skeleton. Off: the skeleton and the animation alone.
3In placeThe animation without its travel: it walks on the spot. Offered when something in the download travels.
4Only the rangeOnly the frames from Start to End (set under the timeline), for the animation on stage alone.
5One file per clip (.zip)With two or more ticked: a file for each, in one zip — as Unity and Unreal want them.
6FormatGLB or FBX.
7UnitsFBX only: the scale, axes and facing of the app it is for — Blender, Unreal or Unity.
8SkeletonWhich bones the animation arrives on: Default (ActionForge's), Unreal Engine 5 (then Mannequin: Manny or Quinn), Unreal Engine 4, Reallusion (CC, ActorCore) or Mixamo. Unreal's is the animation alone, for the mannequin you already have.
9↓ DownloadMakes the file and downloads it.
10Download set as one fileThe set picked in Setup › Animations, in one file named after it (hero_set_blender.fbx): its character, then the takes — rest (the rest pose, one frame), then each animation ticked there, A to Z, named by its export name. Each as it would play if picked: the one on stage with the work on it; one of yours with its own; a library one as it ships. With Format, Units, Skeleton, Include character mesh and In place as set above. Greyed when nothing in the set is ticked.
11The character it exports onSaid before you click. The set's character in the view: it exports on it. Another in the view: "hero_set exports on Mannequin — the view shows it while it writes, then rig-human again." — the set's character is put in the view, the set written on it, and yours put back; the camera does not move, and nothing of the swap is kept. A set's character no longer on this computer: nothing is written until you pick another.
12Save to my animationsKeeps what is on screen with your animations, under a name, instead of downloading it. A name already taken becomes "Name.001".
13↓ Character only (rest pose)The character on screen standing in its rest pose, with its skeleton, and no animation — what a game engine is given first. Greyed where the skeleton picked has no character of its own (Unreal's, Reallusion's).

3Left column

Two tabs at its top. Outliner is the rig as a tree. Setup has seven tabs of its own, each a panel under them.

NameWhat it does
1OutlinerThe rig as its tree: a bone's row picks the bone, the IK controls under their bones. Outliner.
2SetupThe seven tabs below.
3CharacterWhich body the animations play on — yours too — and rigging yours. Character.
4StageA camera for the scene, and pieces to animate against. Stage.
5ImportBring in an FBX or GLB — read on your computer, never uploaded. Import.
6ProjectsSave, open and download scenes. Projects.
7PickerPick joints on a picture of the body, or of a hand. Picker.
8MaskWhich body parts the track picked in Strips plays. Mask.
9AnimationsYour sets of animations, each with its character, for Download set as one file. Animations.
10Its edgeDrag it to make the column wider or narrower; double-click it for its usual width.

3.1Outliner

The character's rig as a tree, each bone under the bone it hangs from — and the IK controls and poles under the bones they move. A row picks its bone, as a click on it in the view does.

NameWhat it doesKeys
1IK controls · Poles · FingersWhat the tree lists: the IK controls' rows, the poles' rows, and the finger bones (hidden to begin with). Kept in this browser.
2A boneA row for each bone. Click it to pick the bone: it lights in the view, and Transform shows its numbers. Click it again to pick none. A bone picked in the view lights its row, its parents opened to show it. A ◆ before a name: the layer picked in Layers has keys on that bone.Shift+click adds one, or takes it out
3Its fold▾ folds the bones under it away; ▸ opens them. Kept in this browser.
4An IK control"IK: Left hand", "IK: Right foot"…: a hand's or a foot's IK control, under its bone, picked the same way. Dimmed and marked off while that limb's IK is off.
5A pole"Pole: Left elbow", "Pole: Right knee"…: where an elbow or a knee points, under its bone. Dimmed and marked off with its limb's IK.
6followsA bone kept on another every frame — the off-hand's socket follows the left hand. In the file it hangs from the root.

3.2Setup › Character

Which body the animations play on — ours, or one of your own. Bring yours in with its own skeleton, or as a model with none and rig it here. Your files are read and kept in this browser: nothing is uploaded.

NameWhat it does
1Search · SortShows only the characters whose name has these words. Sort: Newest, Name, Needs rigging first, or Tag — a heading for each tag, a character under every tag it has, "No tag" last. The sort is kept, and Library › Characters uses the same.
2All · Ready · Needs riggingEvery character, only the ready ones, or only the ones still to be rigged. The numbers say how many of each.
3Tags · Edit tagsA chip for each tag, with how many characters have it: click chips to show only the characters that have every one of them; ✕ clear shows them all again. Edit tags makes tags and gives them out — below.
4CharactersMannequin, ours — worn to begin with — and the site's. A tile each, its outline green: ready to wear.
5YoursYour characters, a tile each: outlined green when ready, yellow while it needs rigging. Click a tile to pick it — Ctrl+click picks one more (or lets it go), Shift+click every one from the last clicked; double-click it to wear it (one that needs rigging opens its rigger). The worn one's name is lit.
6+ Rigged characterA .glb or .fbx with a skeleton — ours, Mixamo's, Unreal's, Reallusion's or its own. Its bones are matched to ours, and downloads come out on its own skeleton. Or drop the file on the view.
7+ Unrigged modelA .glb or .fbx with no skeleton — from an AI tool, a sculpt, a store model. You place a few dots on its joints and it is rigged and skinned here. Or drop the file on the view.
8The barThe one picked, by its whole name and its tags, and what can be done to it — to that one only. Wear; ⚙ rigs it, rigs it again or maps its bones; ✎ Rename; Materials, the half-lit ball — its pictures and colours, below; ↓ Save a copy of the file (or a backup with its rig work); ✕ Delete from this browser, once you say yes: scenes that use it open with the mannequin. What does not apply is greyed: on a built-in one, all but Wear; Materials until it is rigged. With several picked, what works on many — below.
9Kept in this browserWhere your characters are kept. If this browser might clear them when space runs low, it says so: keep a copy with ↓ Save a copy.
10Make a character on our skeletonOpens a short guide, with our skeleton to download — a Blender file and a .glb.

A character with a skeleton

Here, the mannequin's own file brought in with + Rigged character: it is on our skeleton, so it is worn at once.

NameWhat it does
1What was found"Fits our skeleton exactly", and its height. On our skeleton, or on Unreal's, Mixamo's or Reallusion's, it is worn at once. On a skeleton of its own: Keep its skeleton — map its bones opens Retarget, where you say which of its bones plays which of ours — or Rig it here instead.
2Its tileUnder Yours, outlined green, its name lit: worn.
3The barIt is picked, so the bar acts on it. ⚙ only where there is rig work to do (here none: it is on our skeleton).

A model with no skeleton

Here, a fantasy character brought in with + Unrigged model.

NameWhat it does
1No skeletonWhat was found, and what to do: place a few dots on its joints and it is rigged and skinned here.
2Rig it here — place the dotsOpens the rigger — below.
3What to doThe step it needs.
4✕Hides this box. The model stays under Yours.
5Needs riggingIts tile, outlined yellow until it is rigged. Double-click it, or pick it and press ⚙ Rig it in the bar, to rig it.

Rigging it, 1 — the dots

The view turns to face the model and stays there. The dots are guessed for you; drag one only where it is wrong. Here every dot was right, so no dragging: straight to Rig.

Orange dots — chin (under it, where the jaw meets the neck), shoulders, wrists, groin, ankles — are yours to drag onto those joints. White dots — elbows, hips, knees, fingertips — find themselves on the mesh. Hover a dot for its name.

NameWhat it doesKeys
1↶ ↷ CloseUndo and redo a dot. Close: back to the Character tab — the dots are kept, and ⚙ Rig it in the bar carries on.Ctrl+Z, Ctrl+Shift+Z
2Where it stands"Dots placed · press Rig" — or the first thing wrong with the dots, said plainly (a knee not between the groin and the ankle…).
3Turn left · Turn rightIt should face you, standing. A quarter turn each; the dots are guessed again.
4HeightHow tall it stands, in metres.
5FingersHow many it has: Five; Four — no pinky; Three — no pinky, no ring; Mitten — a thumb and one.
6Detect fingersGreyed until the skeleton is built.
7Mirror left and rightA dot moved on one side moves its twin; the chin and the groin stay on the middle line.
8Reset dotsEvery dot guessed again.
9RigBuilds the skeleton from the dots. Greyed while a dot is wrong.

Rigging it, 2 — the skeleton

The skeleton, built from the dots: the middle yellow, the left blue, the right red. Each bone should run down the middle of its limb — check from the side too. A dot is a joint, where its bone turns; the fainter lines past the last joints are the end bones.

NameWhat it does
1Where it stands"Skeleton built from the dots".
2Detect fingersFinds the finger joints for you, five-fingered hands only — the first time, it fetches a hand model. Changes only the fingers.
3Front · Side · Back · Free · FingersThe view. In Front, Side and Back, drag a joint that is a little off. In Free and Fingers (Left hand, Right hand), click a joint and move it with its arrows.
4Cloth and propsA cape, a skirt, a sword? Pick Cloth or Prop, then click that part of the model; Untag takes a tag off. Untagged, everything is weighted as body.
5Show envelopesThe space each bone moves, and how big it is — measured as Bind will weigh it. A picked joint's can be made bigger or smaller.
6Mirror · One side · Bone axesMirror left and right: a joint moved moves its twin. Show one side: the right follows the left. Show bone axes: each bone's axes drawn on it.
7◂ Back to the dotsA joint way off? Move its dot, then Rig again.
8Bind & wear ✓Weights the mesh to the skeleton — in the background, its progress shown; Close becomes Cancel meanwhile — and wears it: it plays the animations.

Rigging it, 3 — bound

Done: the fantasy character playing the Walk, its rig's controls on it, as the mannequin's are. The note says how it went.

NameWhat it does
1Its tileWorn, so its name is lit; outlined green.
2Rigged hereRigged in ActionForge.
3The barAs for any of yours. ⚙ Rig it again opens the rigger again, at the skeleton — to move its joints or dots, tag cloth and props, and bind again.
4Hold in T-pose (to check)Shows it standing in the T-pose, to check the rig. View only — changes nothing.
5Hold in its own poseShows it in the pose it came in. View only.

Tags

Edit tags: make tags — military, NPC, the name of a project — and give them to characters, built-in ones too. Here three are made, given out, and military is lit. A character's tags are kept in this browser, apart from the character, and go with it in a backup or a project file.

NameWhat it doesKeys
1New tag · AddMakes a tag, and lights it. A tag can be made before any character has it. "NPC" and "npc" are one tag.Enter
2The tagsEach with how many characters have it. Click one to light it: the one lit is the one a click gives.
3Rename · DeleteThe lit tag, renamed on every character that has it (onto a tag already made, the two become one) — or deleted from every one, once you say yes.
4Give to all shown · Take from all shownThe lit tag on every character the search and the chips show, or off them.
5DoneBack to picking: the tag chips filter again.Esc
6What a click doesClick a character to give it the lit tag, click again to take it off. Shift+click: every one shown from the last clicked to this one, as that one went. A click picks nothing and a double-click wears nothing while Edit tags is on.
7Its tagsOn each tile while Edit tags is on, the lit one marked.
8The barGreyed until Done.

Sort, and several at once

Two tags given, sorted by tag, and two picked: the Mannequin clicked, then the mannequin's own file Ctrl+clicked.

NameWhat it does
1Sort: TagA heading for each tag, a character under every tag it has, "No tag" last.
2TagsClick a chip to show only the characters with that tag.
3A tagIts characters, by name.
4PickedOutlined in white — under every tag it has.
5The barHow many are picked, and what works on all of them: ↓ Save N copies, in one .zip — the files, or backups with their rig work, asked once; ✕ Delete N, with one question. Wear, ⚙ and Rename wait for one alone. Built-in ones are left as they are, and it says so.

An FBX's textures

An FBX often doesn't carry its pictures: it names them as files kept beside it, and a browser is handed the FBX alone. Then it says which, and asks for them once. Here, a character from Character Creator, worn at once — its pictures are in the folder that came with it.

NameWhat it does
1TexturesHow many of the pictures the file names it doesn't carry.
2Its picturesEach picture a material shows: its name, its material, what it is for (colour, normal, opacity…), and where it is — inside it, found, or beside it (missing). A PSD or TIFF says it can't be read here: save it as PNG.
3Pick the folder · Pick a zip · LaterHand over the folder its pictures are in, or a zip of them — or drop either on this box. Each is matched by name to the pictures the file names — and only those: a folder's other pictures are left out. The same name with another ending counts (Body_D.tga asked for, Body_D.png given). What is found is kept with the character: next time, nothing to pick. Later: the character shows its plain colours, never black.
4✕The same as Later.
5MaterialsThe half-lit ball in the bar: its pictures and colours, any time — below.

TGA and DDS pictures are read too. A picture that never comes shows the material's plain colour, never black — on the character, in the rigger, and on its tile.

Materials

Materials — the half-lit ball in the bar — opens a window for one of yours, laid out as Unity's material is: the character's materials on the left, the picked one on the right. It doesn't block the page: the character shows each change as you make it. Move it by its title, size it from its corner; Esc or ✕ closes it. It is for seeing the character here — game engines rebuild their materials anyway. Here, the folder handed over, and the body's skin picked.

NameWhat it doesKeys
1Its materialsClick one to pick it. Beside each: ok, how many pictures it is still missing, or colour only — no pictures.
2Find textures…Pick the folder its pictures are in — or drop files, a folder or a zip on the window — matched by name to the pictures the file names, as on bringing it in.
3Surface optionsSurface type: Opaque, or Transparent — see-through as its Opacity says. Render face: Front, Back or Both — Both for cloth, hair, leaves. Alpha clipping: the clear parts of its picture cut away, as for hair cards; its Threshold says how clear.
4Surface inputsA picture square and its value on each row. Base colour: a colour over its picture — white leaves the picture as it is. Metallic, Roughness: 0 to 1 — with a picture in, no slider: the picture decides. Normal map, Occlusion: how strong their picture is. Emission: tick it for light of its own — its colour and strength. Opacity (Transparent only). Tiling, Offset: how its pictures repeat and move across it.
5A squareClick it to pick a picture, or drop one on it; its ✕ empties it. Its picture's name is beside it. One the file names but wasn't given is amber: "waiting for Body_N.tga". A packed picture — its name ending _ORM, _ARM or the three letters in another order, _MetallicRoughness, Unity's _MetallicSmoothness or _MaskMap — put on Occlusion, Roughness or Metallic goes into each square it holds.
6Back to the file's look · CloseThis material as the file has it: what you changed here is undone (the pictures found by name stay). Greyed while nothing is changed.Esc

What is set here is kept with the character — in this browser, in its backup and in project files — and its tile is drawn again with it.

3.3Setup › Stage

Two tabs: Camera, a camera for the scene — your work seen from the angle it is meant to be seen from — and Scene, pieces at real sizes to animate against.

Camera

A camera for the scene: look at your work from the angle it is meant to be seen from. It is kept with the scene — its link, autosave, a project.

NameWhat it does
1Set cameraPuts the camera where you are looking from now. Set again, it is moved there.
2Stage · ShotStage: the free view, to look round. Shot: look through the camera.
3Lock view to cameraLooking through the camera, moving the view moves the camera with it. Off, the camera stays where it was set.
4Show the camera in the sceneThe camera drawn in the scene — where it stands, and what it takes in — while you are not looking through it.
5Show the shot windowWhat the camera sees, small, in a corner of the view while you look round. Drag its corner to make it larger or smaller.
6Keep this view with this animationOne of your own animations keeps this camera: picked again, this is its camera, and posted to the community it is shown from here. Only your own animations can.
7PositionWhere the camera stands, and the place it looks at — in metres: across, up, and toward you.
8LensPerspective, as a camera sees, nearer things bigger — or Ortho, the same size near and far, as in a plan. Focal length and Field of view are one setting said two ways: change one and the other follows. Sensor: 36 mm is a full-frame camera. Ortho scale: how many metres an Ortho picture spans.
9PictureIts shape — 16:9, 2.39:1, 4:5, 1:1 or your own — its resolution in pixels, and how dark the view is outside its frame, in Shot (not part of the picture).
10Clip, shift, rollClip: nearer than the start and further than the end is not drawn. Shift: the picture slides without the camera turning, so upright lines stay upright. Roll: tips the horizon.
11GuidesLines over the frame in Shot, to compose by — never in the picture. Thirds; Centre; Diagonals; Safe areas: action inside the outer box, words inside the inner one.

Scene

Pieces at real sizes to animate against — a wall, a table and chair, houses, trees — and your own Blender files. They are for reference only: never in the animation, a picture or a download. They are kept with the scene: in its link, in autosave, in a project, and in undo.

NameWhat it doesKeys
1StagingPieces near the character: a waist-high wall (1 m) and a table and chair (the table 75 cm, the seat 45 cm). Click a picture: the piece goes 60 cm in front of the character. Drag it into the view: it goes where you let go.
2SceneryA house (6 m ahead), a tree and a city block — then two sets, Village street and Forest clearing, which put several pieces in round the character at once — then your own files, after the made ones.
3MapThe scene from above, over the view. The map, below.
4EditOn: click a piece in the view to put the gizmo on it. Off: the pieces can't be picked, and clicks go to the character's controls as usual.
5Move, Turn, SizeWhat the gizmo does, while Edit is on. Turn is about the upright; Size is the same every way.
6Clear sceneEvery piece out, once you say yes.Ctrl+Z brings them back
7In the sceneA row for each piece, in the order put in. Click a row to pick its piece. A set is one row, folded: its ▸ opens it, each of its pieces a row of its own.
8👁 🔒 ✕👁 hides it: not drawn, nothing picks it. 🔒 locks it: a click in the view goes through it (its row still picks it). ✕ takes it out.Ctrl+Z undoes each
9The picked pieceIts own settings — a house: floors, width, depth, the roof. ▸ Place opens where it stands as numbers: X, Y, Z in centimetres, Turn in degrees, Size in percent.
10DeleteThe picked piece out of the scene.Delete in the view, Edit on

Your own scenery. Export a .glb from Blender (glTF Binary) into assets/animation-library/scene/ and run the manifest step: it turns up under Scenery, at its own size, in its own materials and textures. A part exported with no material is drawn in the Scene's grey. Leave Draco compression off — the Scene can't read it.

The map

The scene from above, covering the view — for placing pieces however far away, with no haze and no far end. Click Map in the Scene tab to open it.

The map: the character near the top, facing up the map; the table beside it; the house behind it, picked — its box, its turn line and its name.

NameWhat it doesKeys
1− and +Zoom out and in, about the middle of the map.The mouse wheel zooms about the pointer
2Fit allEverything in the scene in sight, the character too.
3Back to the viewCloses the map. Everything stays where you put it. Going to the Camera tab closes it too; other tabs leave it open.Esc
4The mapThe character in the middle, facing up the map; a grid in metres and a scale bar. Click anywhere in a piece's box to pick it — a folded set's box is all of it. Drag to move it; drag the ring at the end of its line to turn it. Drag empty ground to pan. A picture dragged from the Scene tab onto the map goes where you let go. Hidden pieces are not drawn; locked ones can't be picked.Delete takes the picked one out

3.4Setup › Import

Bring in animations from files. They are read and kept on your computer — nothing is uploaded — and listed in the Library under Yours.

NameWhat it does
1+ Add animationPick FBX or GLB files: on our own skeleton, Mixamo's, Unreal's (UE4, UE5) or Reallusion's (CC, ActorCore). Only the animation is kept, never the character.
2MotionFor the next one brought in. Root travels: walks, runs, turns — the ground movement goes to the root bone, so In place and root motion work. Hips carry it: jumps, flips, anything that leaves the floor — all of the movement stays on the hips. The line under it says which.
3Drop an FBX or GLB hereDrop files on it, or click it to pick them.
4BackupSave… writes every one of your animations to a file you keep. Restore… reads one back — merged with what is here, never replacing it.
5Room, and keepingHow much room this browser has. Where it has not promised to keep them, it says so — a browser can clear them when the disk is full, and Safari after seven days away — so keep a copy with Save.
6Under YoursWhere they are: the Library, Animations › Yours.

3.5Setup › Projects

A project is a file on your computer — an .actionforge file — holding the scene: the animation, everything you did to it, the animations you brought in that it uses and, if you like, your character. As in Blender, changing the scene does not change its file until you save it.

NameWhat it doesKeys
1The open fileIts name, and whether it is saved — a new scene is "not saved yet".
2New · Open… · Save · Save As…New: a new, empty scene — this one stays where it is saved, and in Recover. Open…: an .actionforge file (or a presets file from before projects). Save: into its file again. Save As…: as a new file.Ctrl+O, Ctrl+S, Shift+Ctrl+S
3⧉Copies a short link to the scene.
4Save with your characterWhen the scene wears your own character, the file carries it, and gets bigger. The mannequin never needs to.
5Open RecentThe files you saved or opened, newest first; ✕ takes one off the list.

Two more lists show under these once they have something in them: Recover, the scenes autosave kept — carry one on, or save it as a file — and In this browser, projects kept in the browser from before files, with Save them as files….

3.6Setup › Picker

Pick joints on a picture of the body — or of a hand — instead of in the view.

NameWhat it doesKeys
1Body · HandBody: the whole body. Hand: a hand — the palm, and each joint of each finger.
2Left · RightWhich hand, for Hand.
3The bodyA spot on each joint. Click one to pick that joint. Drag across them to pick all it goes over.Shift adds; a drag with Ctrl takes out
4A joint pickedLit, as it is in the view and the Outliner. Turn it with its rings in the view.R turns it

3.7Setup › Mask

Which body parts a track in the Strips plays — so one animation's arms can play over another's legs. Here, a talking idle on a track of its own over the Walk on Base, its upper body only.

NameWhat it does
1+ Add selected · Clear+ Add selected: the animations ticked in the Library go onto the Strips — the first onto Base, the whole body; each after onto a track of its own, its upper body to begin with. Clear: every strip off.
2The trackThe track picked in the Strips — click its head, or a strip on it. Base is the whole body, under every track: pick a track above it to mask it.
3WeightHow much of the track plays over the tracks under it.
4Upper body · Lower body · Head only · Arms onlyThe usual masks in one click. Upper body: head, arms, hands, chest. Lower body: legs. Head only. Arms only: arms and hands.
5Each body partIts tick: whether the track plays it. Its slider: how much. The hips and the root go with Legs.
6LengthWhether the result loops; each animation's length, and whether it fits — one that is cut part-way says where, and which lengths would fit it. Then the lengths to pick from — Base's, "nothing cut", "every cycle whole" (hover one for its frames) — or type one in seconds.

The Strips: (1) the talking idle's track, picked — its head lit — over (2) Base, the Walk.

3.8Setup › Animations

Your sets of animations — a hero's, the NPCs' — each a list you put together, with the character it is written on. Download › Download set as one file writes the set picked here as one file: its character, then each animation ticked as a take. Here, two sets: hero_set picked, its Walk named "hero_walk" for the file, one animation unticked.

NameWhat it does
1The setsA tile each: how many animations it holds, its name under it. The one picked is lit — the list below is its, and it is the one the download writes. Click another to pick it.
2New setA new set, empty, named the next free setN, and picked. Its character: the one in the view as it is made — kept until you pick another.
3NameThe set's name — the file's too, so letters, digits and _. Kept when you leave the box or press Enter; a name another set has gets _2.
4DescriptionWhat the set is for, in your words. Kept with it, in this browser.
5CharacterThe character the set is written on — always one, never "whoever is in the view", which changes. Click it for the gallery, below.
6Delete setThe set and its ticks deleted — asked first. The animations themselves stay.
7Every row, or noneTicks every animation on the list, or none.
8An animation on the listIts tick: written by the download, or left out — press one and drag across others to set them all alike. Its name: the name its take gets, greyed and slanted when it is the animation's own. Click the name to play it (asked first if there is work to let go, as a Library tile asks). ✕: off this list — the animation stays. A to Z.
9The one shownThe animation on stage, lit.
10+ Add this animationPuts the animation on stage on this set's list, ticked. Greyed — its tip says why — when it is on the list already, or a sequence is on. One animation can be in several sets.
11How manyHow many are listed, and how many are ticked — what the download writes.
12Export nameFor the animation on stage: the name its take gets in the file — hero_walk — letters, digits and _. Empty: its own name. For the file only; one name per animation, in every set, and the Weapon Lab's too.
NameWhat it does
1The set's characterIts picture and name. Click it to open the gallery; again, to shut it.
2The galleryEvery character there is to write on, each with its picture: the Mannequin, the library's, and yours (here the Mannequin's own file, brought in as one of yours). Click one to give it to the set — the gallery shuts. A click outside it, or Esc, shuts it too.
3The set's, litThe one the set has now.

A set whose character is no longer on this computer shows Missing with a ?, and its download is greyed until you pick another. The character in the view is never changed by picking one here: only the download puts the set's in the view, for as long as it writes.

4View switches

A row over the view. On its left, the pose tools: how the picked joints are moved, turned and sized, and which are picked. Then how the character is shown, and how its animation plays.

NameWhat it doesKeys
1Move · Rotate · ScaleWhat the gizmo on the picked joints is: arrows to move them, rings to turn them, handles to size them — each along its own axes. Or press a key and move the mouse, as in Blender — below.W or G, E or R, S
2AxesWhat X, Y and Z are, for the rings and for R: Global, Local, View or Parent. A joint always turns about its own joint.
3Snap ▾On: a turn goes in steps — 5° to begin with; ▾ sets the step.Hold Ctrl while dragging
4X mirrorA drag turns the other side too, as its mirror image; both are keyed.
5Box selectDrag a box over the view to pick every joint in it.B; Shift adds, Esc cancels
6ChildrenPicks every joint below the picked ones too — a hand's fingers, a finger's joints.
7Other sidePicks the mirror side instead.Shift+click: both sides
8BonesShows the bones.
9WireframeShows the mesh as its wires.
10Colour · GreyThe character in its own colours — or one plain grey, to see the forms.
11Rig controlsThe rig's controls on the body, what a click picks — The view, below. Off: nothing on the body is picked by a click (the Outliner still picks).
12MirrorSwaps left and right.
13Reverse · OriginReverse plays it backwards — the keys flipped, the root with them. Origin, with Reverse: it starts where the animation itself started; off, where it ended (a true reverse).
14In Place · X · Y · Z · YAWIn Place: the animation without its travel. X holds the sideways travel, Y the height (off keeps a jump's rise), Z the forward travel, YAW the turning — an animation that ends up turned faces one way throughout.
15Onion skin ▾Ghosts of the frames before and after this one. ▾: its settings — below.
16FollowThe camera follows the character as it travels.
17ReframePuts the character back in view.
18Quad viewThe view in four, as Blender's: Top, Front and Right, flat (no perspective), and yours top right. Each view picks and moves what is in it; drag a flat view to slide it, scroll to bring it nearer. Again: one view. While Rig It's straight-on views or Retarget's two figures are on, one view is shown, and four comes back after. Kept in this browser.Ctrl+Alt+Q

Mirror, Reverse and In Place change how the animation is shown and played — and what is downloaded, which follows them. They are kept with the scene.

4.1Onion skin

Ghosts of the frames around this one, to see the motion's path and spacing. Here, the Walk as it starts: five ghosts before (one colour) and five after (another), every other frame, in dots — the settings open on the right.

NameWhat it does
1FramesWhich: B/A, around the playhead, moving with it; Step, a fixed grid of frames from the first; Keys, the nearest keys and marked key poses. How many before, how many after, and the frames between.
2LookDither: dots, never darker where they overlap. Flat: see-through. Shaded: see-through, lit.
3ShowMesh (off: the bones). X-Ray: over everything. Body in front: with X-Ray, the body stays over its ghosts. While playing: two each side. Teleport to ghost: a click on a ghost goes to its frame.
4ColourSides: a colour before and one after. Speed: each ghost by how fast it moves. Per bone: each bone by its speed, against the fastest bone. Per bone own: each bone against its own fastest moment. Then the colours themselves, and Key colour: ghosts on keys in the key colour.
5OpacityHow solid the nearest ghost is, and the furthest, in percent.
6GroupsPin selection: pins the picked bones as a group.
7PinsPin frame: pins a ghost on this frame, for this animation.
8Key posesMark frame: marks this frame as a key pose, kept with the animation — Keys counts it.

5The view

The character in 3D, its rig's controls on it. Drag to turn round it, scroll to come closer, right-drag to slide.

NameWhat it does
1The lineThe frame, and the name of what is picked — "(10) : upperarm_l", as in Blender. Lit when what is picked has a key on this frame.
2The axesClick an axis to look from that side, flat (orthographic): the character the same size, as a plan or an elevation is drawn. Click the axis it already looks down: the other side. From above or below, the view keeps its turn — from behind, the back at the bottom. Drag the axes, or the view, to turn round — from a side seen flat, with perspective again. Hold Alt while turning to snap to the nearest side.
3Perspective · OrthographicThe view with perspective, or flat, from where it is — the character the same size. Its picture says which the view is in. Each visit starts with perspective.
4How to look roundDrag to orbit, scroll to zoom, Space to play or pause.
5Who made themWho made the character's rig and the animation on it.

On the body — what a click picks

Keys, as in Blender

KeysWhat they do
G · R · SMove, turn or size what is picked by moving the mouse — no gizmo needed.
then X · Y · ZHolds it to that axis of the world; the same key again, the joint's own axis; again, free. (Sizing: its own axis, then all three.)
then R againTurns it freely, as a trackball.
then a numberExactly that much — - for the other way, Backspace to take a digit back.
Enter or a click · Esc or right-clickKeeps it · puts it back.
Alt+G · Alt+R · Alt+SThe picked joints' place, turn or size back to the rest pose on this frame — no key deleted.
Ctrl+C · Ctrl+V · Ctrl+Shift+VCopy the pose · paste it · paste it flipped, onto the other side.
Hold Alt, turning the viewSnaps to the nearest way to look — a side, an edge or a corner — once within 15°; on a side, flat. Above or below, the turn you came in at is kept.

These keys work with the pointer over the view; over the timeline, its own keys do.

Two tabs at its top. Drag its left edge to make it wider; double-click the edge for its usual width.

NameWhat it does
1AnimateTransform always on top, Rig or Adjust under it, Layers always at the foot. Drag the line between two of them to make one taller.
2LibraryThe animations, poses, characters and props to pick from — below.

6.1Animate › Transform

What is picked — a joint, or an IK control — as numbers on this frame, each with a diamond to key it. Pick one in the view or the Outliner; with none, it says so.

NameWhat it doesKeys
1What is pickedIts name, and what it is ("an FK bone"). Its ↺ puts its rotation, location and scale back on this frame — keyed with Auto-key on; off, the animation takes over again when the frame changes.Alt+R Alt+G Alt+S
2RotationX, Y, Z in degrees: type one, then Enter. Each ◇ keys its number on this frame; the one before the row keys all three; ↺ puts the row back.Alt+R
3LocationThe same, in centimetres.Alt+G
4ScaleThe same, as a multiple (1.00 its own size).Alt+S
5Move · RotateThe gizmo on it: arrows to move it, or rings to turn it.G, R
6Local · WorldAlong its own axes, or the world's.

6.2Animate › Rig

Which of the rig's controls are drawn on the body, and for the limb you picked, IK or FK and what its controls follow.

NameWhat it does
1Rig · AdjustThe two panels under Transform.
2ShowA tile for each set of controls — the torso (the hips' box, the spine's and head's rings), each hand's fingers, each arm's and leg's IK box, FK rings, pole and shoulder, the root's circle. Pressed: drawn. Drag across tiles to set them all the same.
3Selected limbFor the limb of the control you picked ("Left arm"): IK — click to turn its IK on for the whole animation, its control picked — and what its IK control follows (Root or Hips), and what its pole follows (Root or Hand). Every limb at once, if Preferences says so.
4MoreWhat the IK tool had that has no place of its own yet.
5Debug · Reset allDebug draws each chain, its bend plane and its target in the view. Reset all: every IK control, pole and shoulder back as the animation has it, every limb's IK off — and the props back where they sit.
6PropsA held prop in each hand: click its dot to adjust where it sits. This moves the bone the prop hangs from.
7ReachHow far each control moves toward its target. 0 is the animation as it was made.

6.3Animate › Adjust

Reshape the whole animation with named sliders — arms up or out, the posture, the chest, the head — and its speed.

NameWhat it doesKeys
1Reset allEvery slider back to none.
2A sliderOne each: Arms ↕, Arms ↔, Posture, Chest ↔, Chest ↕, Head ↕, Head ↔ — over the whole animation, as it plays.
3Its amountIn degrees. Double-click the slider to put it back.
4◆Keys the slider on this frame: it then follows its keys over the animation.K
5⌄Applies it over part of the animation only.
6SpeedHow fast it plays, as a multiple.

6.4Animate › Layers

Your keys go into a layer, over the animation itself — which no layer edits. Base is always there; add layers above it to keep changes apart, mute or solo them, and blend them in.

NameWhat it does
1+ Layer · ▲ · ▼+ Layer: a new layer above the picked one — what is keyed next goes into it. ▲ ▼: the picked layer one place up or down.
2BaseUnder every other layer, always here: keys go into it while it is picked. Its A M S L: Additive (Base always is); Mute — kept, plays nothing; Solo — the other layers go silent; Lock — takes no key, still plays.
3The animation · lockedThe animation itself: under every layer, and no layer edits it.
4WeightHow much of the picked layer plays (Base: always all). Its ◆ keys the weight here: it then follows its keys over the animation.
5Merge Down … DeleteMerge Down: into the layer under it. Flatten: every layer folded into Base, every frame as it plays now — asked first. Reset to base: on this frame, the picked joints keyed on Base back to the animation's own pose. Reset layer key: on this frame, what is picked keyed where this layer changes nothing. Duplicate: a copy of the layer and all its keys, just above it. Delete (Base never is).

6.5Library › Animations

The library's animations — or Yours. Click one to play it on the character.

NameWhat it does
1The animation on stageIts name; its length, frames and frame rate; whether it loops; how far it travels; its tags — click one to filter by it.
2Filter by tagEach tag, with how many have it. Click one to show only the animations with it.
3Group by categoryThe grid in groups, by category.
4Animations · Poses · Characters · PropsThe Library's four tabs.
5Library · YoursThe library's own animations, as they ship — or your own. Each with how many.
6SearchBy name or by tag.
7How many"12 of 85" while something narrows the grid.
8An animationClick it to play it on the character. Hover it: its length, frames, whether it loops or travels, its tags, and who made it.
9Its tickTicks it for Download, which takes every one ticked.
10→It travels; hover for how far.

Yours

Your own animations: brought in with Import, made here with New animation, or kept from the Motion Lab and the Weapon Lab. Here, one made with New animation.

NameWhat it does
1Library · YoursYours picked, with how many.
2Made hereThey are grouped by where they came from.
3One of yoursClick it to open it — its keys yours to edit.
4✎ ✕✎ renames it. ✕ deletes it from this browser — with an Undo on the stage for a moment.

6.6Library › Poses

Poses of the whole body, and of a hand. A pose clicked goes onto the character on the playhead's frame, as joints turned by hand do. The ones you save are listed under these.

NameWhat it does
1Body · HandPoses of the whole character — or of a hand: the fingers take them, and nothing else does.
2Left · Right · BothWhich hand takes a hand pose.
3Only the picked partsA pose goes onto the joints that are picked — in the view, or on the Picker — and no others.
4Save this pose · Save this handKeeps the character as it stands on this frame as a pose of your own — or the right hand as a hand pose, which goes onto either hand after.
5With this viewKeeps the Stage's camera with the pose — once a camera is set (Camera).

6.7Library › Characters

The same characters as Setup › Character, outlined the same way. A click here wears one at once.

NameWhat it does
1All · Ready · Needs rigging · SortThis tab's own chips: every character, the ready ones, or the ones still to be rigged. The sort is the one in Setup › Character. (The search is the library's, at the top.)
2Tags · Edit tagsThis tab's own tag chips. Edit tags opens Setup › Character in Edit tags.
3CharactersOurs: the Mannequin, outlined green. Click to wear it.
4YoursYours — outlined green when ready, yellow while it needs rigging (a click opens its rigger) — and + Rigged character and + Unrigged model to bring one in, as in Setup › Character.

6.8Library › Props

Something for the character to hold, in either hand.

NameWhat it does
1Empty handsTakes every prop out of the hands.
2A propIts picture and its name.
3Static or riggedIts mark: a plain mesh, or one with bones of its own.
4L · RHolds it in the left hand, or the right. Where it sits in the hand: Animate › Rig › More › Props.
5Drop a .glb hereAdds a prop of your own — kept in this browser, nothing uploaded.

7Timeline

Under the view, across the page: the animation in time. Its bar plays, keys and undoes; under it, one of three views — Strips, Graph or Keys. Here in Graph: the left upper arm keyed on frames 1, 21 and 41 (R, X, a number, Enter in the view, Auto-key on), every key picked.

NameWhat it does
1Its edgeDrag it up or down: the timeline taller or shorter.
2The barLeft, middle and right — below.
3The viewStrips, Graph or Keys: the bar's switch says which.

The bar, left

The bar's buttons are icons: each one's name is in its tooltip.

NameWhat it doesKeys
1↶ ↷Undo · redo.Ctrl+Z · Ctrl+Shift+Z
2ClearEvery key and edit on this animation taken off — you are asked first, and Ctrl+Z brings them back.
3Make my copyYour own copy of this animation, with what is on it, kept under Yours and opened to edit. The library's stays as it ships.
4ShareCopies a short link to exactly this. It keeps the scene's settings on our server; your files are never uploaded. A dot on it: you have changed something since, not in a link yet.
5Copy · Paste transformsCopy: where what is picked is, on this frame. Paste: puts it there again — on the frames, and of Location and Rotation, as ▾ says.
6Global · RelativeHow it is copied. Global: where it is in the world. Relative: as seen from the active one — the one the gizmo is on; pasted, it goes back beside that one, where that one is then.
7Over timeCopied on each frame where a key is picked in Keys or the Graph, and pasted back on those frames.
8▾Paste options — below.

Paste options ▾

NameWhat it does
1Paste toAs copied: on this frame — copied over time, on the frames it was copied on. The picked keys: on each frame where a key is picked in Keys or the Graph. Every frame between them: from the first picked key to the last. The range: every frame of the range — the whole animation where none is set. From – to: every frame between the two typed below. (With no key picked: this frame.)
2From – toThe two frames for From – to.
3LocationX Y Z: each pasted, or — off — kept as it is.
4RotationThe same, for the turn.

The bar, middle

NameWhat it doesKeys
1Playback ▾Loop, Follow the current frame, Speed — below.
2Keying ▾The pose of the picked joints: key it, reset it, copy and paste it, mirror it — below.
3|◀To the start — the range's, where Start is set.
4◂◆To the key before — of the picked lanes, or of every lane.↑
5◀Plays it backwards; again: pause.Shift+Ctrl+Space
6▶Play · pause.Space
7◆▸To the key after.↓
8▶|To the end — the range's, where End is set.
9Auto-keyOn (lit): what you move — a pose, an IK control, an Adjust slider — is keyed on this frame. Off: a pose waits for K; an IK control or a slider moves the whole animation until it is keyed.
10◆Keys what is picked, here.K

Playback ▾

NameWhat it does
1LoopRound and round; off, it stops at the end.
2Follow the current frameWhile it plays, the Keys view goes along with the playhead.
3SpeedHow fast it plays: 0.25×, 0.5×, 1×, 1.5× or 2×.

Keying ▾

Each greyed while it has nothing to act on. With no joint picked, a key and a mirror take every bone the selected layer holds.

NameWhat it doesKeys
1KeyKeys the picked bones on the selected layer, here — or the pose waiting on this frame (Auto-key off).K
2Remove from layerTakes the picked bones off the selected layer on every frame — back to the animation itself.
3Reset location · rotation · scaleThe picked joints — and the IK control picked — back to their place, turn or size in the bind pose, on this frame. Keyed with Auto-key on, waiting for K with it off. No key is deleted.Alt+G · Alt+R · Alt+S over the view
4Copy poseThe pose of the picked joints, or of the IK control picked, as it is on this frame.Ctrl+C over the view
5Paste pose · Paste flippedThe copy back onto the same joints, here — or onto each one's twin on the other side, mirrored (a middle one onto itself). Keyed with Auto-key on.Ctrl+V · Ctrl+Shift+V over the view
6Mirror L→R · R→LOn this frame, the right side becomes the left's mirror image — or the left the right's.

The bar, right

NameWhat it does
1The editor under the barLit: Strips, Graph or Keys under the bar. Click: the bar alone, the view taller — below.
2Selected layerOn: the timeline shows the selected layer's controls only (Layers). Off: every layer's.
3Keys pickedHow many keys are picked, in Keys or the Graph.
4Only Show SelectedIn Keys and the Graph, only the curves of the controls picked in the view.
5Filters ▾Below. Greyed in Strips: it is Keys' and the Graph's.
6Strips · Graph · KeysWhich view is under the bar: 7.1, 7.2, 7.3.
7− · Fit · +Zoom out · the whole timeline in view · zoom in.
8FrameThe current frame. Click to type one; drag across it to scrub. Its tooltip says where the playhead is, and how long the animation is, in seconds.
9Start · EndThe range it plays in — click to type, drag to change. Keys and the Graph shade what is outside it; Download can write the range only. On one of your own animations, an End past its last frame makes it that much longer.

On a window under 1600 wide the bar stays one row: Strips, Graph and Keys, with zoom − and +, are in one drop-down named for the view that is up; Start and End are in Range ▾; Global, Relative and Over time are in the copy's ▾, above Paste to.

The bar alone

With the editor put away, the timeline is its bar and the view takes the rest of the page. Kept in this browser.

NameWhat it does
1The editor under the barNot lit: the bar alone. Click it — or Strips, Graph or Keys — and the editor is back, as tall as you left it.
2The simple timelineThe whole animation, from end to end, the playhead going along it. Drag it to scrub: the animation holds still while you do.

Filters ▾

NameWhat it does
1Only Show SelectedAs the button beside it.
2Show HiddenThe curves of controls hidden in the view too (Rig › Show).
3The Properties rowKeys only: every switch in one row on top, always listed — and under it each switch, to leave it out of that row.
4Show allEverything listed again.

Here open on Keys; on the Graph it has 1, 2 and 4.

7.1Strips

Clips as strips on tracks, one over another: what plays, when, and on which parts of the body. Drag a clip from the Library onto it to start. Here, the Walk on Base and the talking idle on a track of its own — its upper body over the walk, as Mask set it.

The start of it, close up:

NameWhat it doesKeys
1The ruler · the range's endsFrames along the top. Drag either end of the range: Range goes to Manual.
2+ New layerDrop a clip here, or drag a strip up, for a track of its own.
3A trackIts name — double-click to rename it. Click it to pick it: Mask then shows its parts.
4M · S · Weight · ▾ · ✕Mute: the track stays, plays nothing, and is left out of the download. Solo: every other track but Base goes silent. The weight: how strongly it plays. ▾: which body parts it plays — opens Mask. ✕: the track and its clips deleted (Ctrl+Z brings them back).M, a strip of it picked
5A stripA clip: its name; hover for its length. Drag it to move it; drag an end to trim it. Right-click it — or its ⋯ once picked — for its own settings, below.
6Its fadesA grip at each top corner: drag one to fade it in or out.
7BaseThe bottom track, the whole body. It cannot be muted.
8Past the endDrop a strip here: the sequence made longer.

The range, in Strips

NameWhat it does
1Start · EndGreyed: a sequence's range is its own — Range, beside them.
2AutoThe strips decide how long it is.
3ManualYou set the start and end, as in Blender: the timeline stops resizing, and the download is exactly this range.
4ClearEvery strip removed, to start again — Ctrl+Z brings them back.

A strip's own settings

NameWhat it doesKeys
1FramesWhere it starts and ends, and its length — typed.
2Clip inWhich frame of its own clip it starts on: the strip stays put, the motion slips.
3FeetAfter another strip on its track: Match feet starts it on the step that puts the same leg forward as the one before — a walk into a run lands left on left. Then: "In step".
4FadesIts fade in and fade out, in frames.
5Modifiers⇋ Mirrored: left and right swapped, on this strip only. ◂ Reversed: played backwards. Origin, with Reversed, on the first strip: it starts where the clip itself started.
6StripSplit at playhead · Duplicate (a copy straight after it) · Delete strip. Deleting Base's only strip makes the next track up Base.S · Ctrl+D · Delete
7Speed0.5× to 2×, or typed.
8After it endsAuto: as its clip was measured — this one repeats. Loop: again from the top. Hold: frozen on its last pose. (A strip that ends before its clip does: none of these yet.)

Keys, over the Strips

KeysWhat they do
Delete or BackspaceThe picked strips deleted.
S · Ctrl+DThe picked strip split at the playhead · duplicated.
Ctrl+C · Ctrl+VCopy the picked strips — or keys, with only keys picked · paste them.
Ctrl+A · EscEvery strip picked · none.
MThe picked strip's track muted, or heard again.
FThe picked strip zoomed to.
THow the picked keys go to the next one: a menu.
Wheel · Ctrl+wheel · Shift+wheelZoom about the pointer · along time · up and down the tracks. Middle-drag moves the view.

And the timeline's own — ← → and the rest — in Shortcuts.

7.2Graph

The keys as curves, as in Blender's Graph Editor: drag a key, or its handles, to shape how a control moves. Here the left upper arm's turn — its four curves, W, X, Y and Z — every key picked.

NameWhat it doesKeys
1ChannelA menu — below.
2KeyA menu — below.
3Frame · ValueThe picked key's frame and value: type to change them.
4HandlesThe picked keys' handles. Free: set by hand, each side its own (Alt-drag a handle does this). Vector: each side pointed at its neighbour — a corner. Aligned: set by hand, both sides in one line. Auto: a smooth slope, which may swing past a key. Clamped: a smooth slope, never past either key — a new key's.V: a menu
5To the nextHow the curve goes to the next key. Bezier: a curve, shaped by the handles. Linear: a straight line. Step: holds, then jumps.T: a menu
6PivotWhat R and S turn and scale about: Bounding Box Center, the picked keys' middle; the 2D Cursor; Individual Centers, each key about itself — its handles.
7Proportional editingOn: a move, turn or scale of picked keys takes the other keys of their curves along — less the further away, none past the radius. Its ▾: the falloff (Smooth, Sphere, Root, Inverse Square, Sharp, Linear, Constant, Random) and the radius, in frames. While one runs, the wheel or Page Up / Page Down change the radius (Shift: finer).O
8CursorThe 2D cursor's value. Shift+right-click in the graph sets it, with the frame.
9The keys, saidA line of the mouse's and the keys' ways — all in the table below.
10NormalizeEvery curve shown between −1 and 1, each by its own range — curves of very different sizes read together. The keys keep their values.
11Fit · Fit keysEvery key in view, with its handles · the picked keys in view.Home · F

The curves, and their list

NameWhat it does
1Search · AllOnly the curves whose names hold this. All: every curve shown again.
2The layerEvery bone it keys, and how many are shown. Its M mutes the layer.
3A bone"picked" while it is picked in the view. Its tick shows its curves — drag across the others to set them too.
4Its curvesClick a name to pick that curve (Ctrl adds, Shift the ones between); double-click: its keys. Its tick shows or hides it.
5M · LMute: not played, its keys kept. Lock: its keys cannot be picked or changed. Drag down the rows to set others.
6The curvesFrames along the top — drag there to move the playhead — and values up the side; outside the range, shaded.

The mouse, on the curves

Keys, over the Graph

KeysWhat they do
G · R · SMove, turn or scale the picked keys by moving the mouse.
Shift+DCopies of the picked keys, moved — the originals stay.
Delete or Backspace · XThe picked keys deleted · a menu: delete them, or clean.
A · Alt+A · Ctrl+IEvery key picked · none · the others.
[ · ]Every key before · after the playhead.
L · Ctrl+KEvery key of the curves with one picked · every key on the playhead's frame.
Ctrl+numpad + · −A key more about each picked one · one fewer at each end.
H · Shift+H · Alt+HThe picked keys' curves hidden · the others hidden · all shown again.
Ctrl+GThe playhead and the cursor value to the picked keys.
T · Ctrl+E · Shift+E · VMenus at the pointer: interpolation · easing · extrapolation · handle type.
I · Shift+S · Ctrl+MMenus: insert keys · snap · mirror.
Alt+S · Alt+DMenus: the smooth tools · the blend tools.
Alt+O · Shift+Alt+OSmooth (Legacy) · Bake Keyframes, on the picked keys.
Ctrl+C · Ctrl+V · Ctrl+Shift+VCopy the picked keys · paste them · paste them flipped.
Home · F or numpad .Every key in view · the picked keys in view.
OProportional editing on or off.
Ctrl+FTo the curves' search.
KKeys the picked curves here.
EscNo key picked — or, during a handle's drag, the drag given up.

Channel

NameWhat it does
1SettingsLock: the picked curves' keys cannot be picked or changed — or are unlocked again. Mute: their controls play nothing.
2ShowHide Selected Curves (H) · Hide Unselected Curves (Shift+H) · Reveal Curves (Alt+H).
3FilterDiscontinuity (Euler) Filter: flips of 360°, and to the other way of writing the same turn, taken out of a rotation's angles.
4Extrapolation modeBefore the first key and after the last. Constant: the end keys' values held. Linear: the end slopes carried on. Make Cyclic · Clear Cyclic: the curve repeats, or not (a Cycles modifier). Shift+E.

Key

The blend and smooth tools work by moving the mouse: left and right set how much, or type a number; a click or Enter keeps it, Esc or right-click puts it back.

NameWhat it does
1Selection toThe picked keys snapped to the current frame, the cursor value, or the nearest second (Shift+S).
2HandlesFlatten Handles: level handles on the picked keys.
3CursorCursor to Selection: the playhead and the cursor value to the picked keys' middle. Cursor Value to Selection: the value only.
4MirrorThe picked keys flipped: in time over the current frame, or in value over the cursor value or over zero (Ctrl+M).
5JumpJump to Selected: the playhead and the cursor to the picked keys (Ctrl+G).
6InsertA key on the playhead's frame on every curve shown · on the curves with a key picked · on the curve last touched, at the 2D cursor · on the picked curves, at the 2D cursor (I).
7ClipboardCopy · Paste · Paste Flipped · Duplicate · Delete.
8Handle typeAs Handles in the bar (V).
9InterpolationAs To the next in the bar (T).
10EasingAn easing to the next key: Sinusoidal, Quadratic, Cubic, Quartic, Quintic, Exponential, Circular.
11DynamicBack, Bounce, Elastic.
12EaseWhich end the easing is at: Auto (in for an easing, out for Back, Bounce and Elastic, as in Blender), In (starts slowly), Out (arrives slowly), In and out.
13DensityDecimate (Ratio): keys taken out where they shape the curve least — a share of the picked ones. Decimate (Allowed Change): while the curve stays within this much. Bake Keyframes: a key on every frame between the picked ones. Clean Keyframes · Clean Channels: keys that add nothing taken out — of the picked, or of the picked curves.
14BlendOn the picked keys: Breakdown (towards the key before or after), Blend to Neighbor, Blend to Default Value, Ease (Tab: its sharpness), Blend Offset, Blend to Ease, Match Slope, Push Pull, Shear Keys, Scale Average, Scale from Neighbor, Time Offset (Alt+D).
15SmoothSmooth (Gaussian), Smooth (Legacy), Butterworth Smooth — the picked keys smoothed (Alt+S).

7.3Keys

Every key of the animation in one list — Blender's Dope Sheet: a row per curve, its keys as diamonds on their frames, the rows grouped. Here the left upper arm's three keys on its four curves.

NameWhat it does
1Search · ⇄Only the curves whose name — or their bone's — holds this. ⇄: the ones that do not.
2SummaryEvery key in one row, with how many. Its ▾ folds the list.
3PropertiesThe switches — keys that change a setting from their frame on, as which hand leads a prop — in one row, always listed.
4A curveIts name and how many keys it has.
5Pin · M · LPin (or Ctrl+click the name): stays listed whatever is picked. Mute: not played, its keys kept. Lock: no tool moves its keys — here, in the Graph or on Strips. On a row above curves, each sets every curve under it; drag down the rows to set others.
6Its keysClick one to pick it (Shift adds or takes out); drag a picked one to move the picked keys by whole frames. Drag on empty space: a box (Shift adds, Ctrl takes out). Right-click: copy, paste, paste flipped, duplicate, delete. Middle-drag moves the view.
7Minimal GroupingA level that would make only one row is skipped.
8A level · ▲ ▼ −The levels the list is grouped by, top to bottom — Action, Object, F-Curve Group, Bone. ▲ ▼ change the order; − takes a level out.
9One taken out · ++ puts it back, last.

Keys, over Keys

KeysWhat they do
G · S · Shift+DMove · scale the picked keys in time · copies of them, moved. Then Enter or a click keeps it, Esc puts it back.
X or DeleteThe picked keys deleted.
A · Alt+A · Ctrl+IEvery key picked · none · the others.
[ · ]Every key before · after the playhead.
L · Ctrl+KEvery key of the rows with one picked · every key on the picked keys' frames.
T · Ctrl+E · VMenus: interpolation · easing · handle type.
Shift+S · Ctrl+MMenus: snap · mirror.
Ctrl+C · Ctrl+V · Ctrl+Shift+VCopy the picked keys · paste them · paste them flipped.
Shift+← · Shift+→To the range's start · end.
Home · Ctrl+F · EscEvery key in view · to the search · no key picked.

8Shortcuts

Every key on the page. A key acts where the pointer is: over the view, the view's; over the timeline, the timeline's. Not while typing in a box.

Anywhere

KeysWhat they do
Space · Shift+Ctrl+SpacePlay or pause · play backwards.
Ctrl+Z · Ctrl+Shift+ZUndo — a scene piece put in, moved or taken out included · redo.
KKey what is picked, here.
/To the Library's search.
EscCloses Preferences, the map, a set's character gallery, the Materials window.

The playhead

With Strips or the Graph under the bar, wherever the pointer is; with Keys, the pointer over it.

KeysWhat they do
← · →A frame back · on. Shift: ten — in Keys, the range's start · end.
↑ · ↓To the key before · after.
Home · EndIn Strips: to the start · the end. In the Graph: End to the end; Home, the pointer over it, fits the view — as in Keys.

Over the view

KeysWhat they do
W · EThe gizmo's arrows · rings (View switches).
G · R · SMove, turn or size what is picked by moving the mouse; then X Y Z, R again, a number, Enter or Esc — The view.
Alt+G · Alt+R · Alt+SPlace, turn or size back to the rest pose, on this frame.
Ctrl+C · Ctrl+V · Ctrl+Shift+VCopy the pose · paste it · paste it flipped.
BBox select: drag a box over the joints (Shift adds, Esc cancels).
Shift+clickAdds to what is picked.
Hold Ctrl, draggingSnap flipped, for that drag.
Hold Alt, turning the viewSnaps to the nearest side, flat (The view).
Ctrl+Alt+QOne view, or four (View switches).
DeleteSetup › Stage › Scene with Edit on, the view clicked last: the picked piece out of the scene.

Over the timeline

Strips: 7.1. Graph: 7.2. Keys: 7.3. In each, the keys above too.

The Scene's map

KeysWhat they do
Delete or BackspaceThe picked piece out of the scene.
WheelZoom about the pointer.
EscCloses it.