03. Editing the timeline

3.1 Moving frames

The currently selected frame is highlighted by the frame marker above the timeline. There is a green line extending vertically

through the selected frame.

There are four ways of moving through the timeline.

■ Dragging the frame marker with the mouse

You can change your position on the timeline by dragging the marker left and right.

■ Using the frame movement button

You can also move through the timeline by clicking the arrow buttons on the timeline's top left corner.

One frame back

One frame forward

Skip to previous frame

Skip to next frame

■ Specifying a frame

You can warp to a specific frame by inputting the frame number in the text box at the top left of the timeline.

■ Using the arrow keys

You can move across the timeline by using the keyboard's left and right arrow keys.

Additionally, if you hold control while selecting a bone, the left and right arrow keys will warp to the closest available

frame in their direction.

3.2 Undo and redo

You can undo and redo changes made to model and camera motions, various properties, and audio.

You can execute this either through the quick access menu at the top left or by pressing Ctrl+Z(for undo)/Ctrl+Y(for redo).

You cannot undo the deletion of models, accessories, or effects.

3.3 Selecting keyframes

By clicking on their position on the timeline, you can select keyframes individually.

Alternatively, if by dragging the mouse, you can create a ranged box to select multiple frames at once, or hold

shift to add/subtract frames to/from the selection.

You can select all keyframes by pressing "Select all" under the Edit tab, or by pressing Ctrl+A.

If you want to select only bones and not keyframes, you can click "Select All Title" under Edit tabor press Shift+A.

If you want to select all frames on a current frame, click the "Vertical select" command under the Edit tab.

3.4 Registering keyframes

To register a keyframe(s), select "Register keyframe" from the Edit tab or the command bar. When registering a model's bone keyframes, you must have the bones you want to register selected. For accessories, lights, effects, and cameras, the target object must be selected. Alternatively, you can register frames using the Enter button.

A model's morphs and Display/IK states can be registered by their respective buttons on the control panel. You can also select

the morph of IK Display/IK state on the timeline and use the above methods.

Morphs can also be registered by double-clicking on a frame inside their row in the timeline.

3.5 Deleting keyframes

To delete a keyframe, select the target keyframe and then select "Remove" from the "Edit" tab or the command bar. You can also delete frames using the "Delete" key on the keyboard.

3.6 Cutting, copying, and pasting keyframes

    • Cutting keyframes

To cut a keyframe, select the target keyframe and select the "Cut" command from the "Edit" tab or the command bar. Cut keyframes can be pasted to other frames or models.

    • Copying keyframes

To copy a keyframe, select the target keyframe and select the "Copy" command from the "Edit" tab or the command bar. Copied frames can be pasted to other frames or models.

    • Pasting keyframes

Keyframes cut or copied using the above methods can be pasted to other frames or models. To paste a frame, move to the frame you want to paste onto the select the "Paste" command from the "Edit" tab or the command bar. By default, keyframes are pasted to bones with the same name as the bone they are copied from.

To paste a keyframe to a bone of a different name, you must click "Paste OtherBone" under the "Bone" tab.

3.7 Reverse-pasting a copied keyframe

A cut or copied motion or frame can be pasted so that it is mirrored across the Y axis. To do this, cut or copy the target keyframe, move to the frame you want to paste at, and click "Reversal Paste" under the "Edit" tab or command bar. Which of the model's bones is left and right is determined by the bone names.

For example, if you copy a keyframe for the bone "Right arm" and reverse paste, it will be mirrored and become a keyframe for "Left arm."

In the case of a bone which has no opposite, it will be pasted to itself mirrored(mirrored across the Y axis for position, and across the Z and Y axes for rotation).

This is only available for registered frames. To reverse an unregistered bone's orientation, click "Bone reversal" under the Bone tab.

3.8 Inserting blank keyframes

Inserts an empty frame for all bones. In other words, it delays all following frames by 1.

3.9 Deleting a row of keyframes

Deletes a row of keyframes for all bones.

Effectively deletes all frames in the row, and moves all frames that come after it back by one.

3.10 Expansion/contraction of the timeline

This command is used to multiply the length of a motion by a number.

When a keyframe does not fit evenly after multiplication, its position is rounded off, so be careful.

3.11 Creation, movement, and deletion of bookmarks

You can plant bookmarks on the timeline.

You can jump along bookmarks in the order they are placed in the timeline, so it is useful for jumping between the start of a song,

different parts of a motion, frequently used frame positions, simply marking a place to remember it, etc.

    • Bookmark registration and deletion

By clicking on "Add/remove" under the Edit tab's Bookmark group, you can add boomarks. If a bookmark is already in place, it will be removed.

    • Using bookmarks to move between frames

By pressing the Backor Next buttons under the Edit tab's Bookmark group, you can move between bookmarked frames.

    • Remove all bookmarks

Also under the Edit tab's Bookmark group, use this command when you want to destroy all bookmarks in a project.