Tracks and keyframesCreator

What a track is, why that matters, and how to edit keyframes.

Only keyed bones are locked

Every bone you move gets a track. On playback the animation takes over exactly those bones — everything else stays with the tracking.

That is how you build a waving animation that drives the arm while your head and face stay live.

Editing keyframes

  • ◆ Set key — the selected bone's current pose at the playhead
  • ✖ Delete key
  • 🗑 Delete track
  • ↺ Reset bone
  • ⧉ Copy / ⎘ Paste — between bone keyframes only

Transition

Per keyframe, applies from this key to the next:

  • Linear
  • Smooth (ease)
  • Hold (step)

Hold the pose after the end

Per track: after the animation ends, this bone stays in its last pose instead of returning to the tracking. That is how you move the avatar somewhere else via the floor handle and leave it there.

Ears and tail

Chain bones can be shown as well and keyframed like any other.

TODO: Describe how keyed chains behave with respect to the physics.