This tutorial is intended for artists with prior animation software experience.
Setup your Blender Workspace
Blender uses non overlapping areas.
- To resize an area, drag its edge.
- To split/join areas, right click on the edge and select split/join in the menu. Experiment.
- At the bottom left (or top left) of each area, there is a button used to select which editor is showing. The most useful editors (for animation) are:
- 3D view – shows your model/world at the current frame.
- Dopesheet – shows your keyframes
- Timeline – not so useful except to set the beginning / end frame, but you can minimize it until it takes almost no space
- Outliner – shows a hierarchic view of your
- Info – it’s also an editor but in your default workspace it’s almost completely minimized showing File/Add/Render/Help menu, please think of it as a “menu bar”
The stuff that looks a bit like ‘areas’
In the 3D view there are little [+] signs on the top left/right and clicking on that or pressing [T] or [N] you can view extra Tools or (Numerical) information. An you can get rid of them by dragging the edge until they disappear.
Menu bars / palettes
Most editors have kinda menu bars or palettes with lots of elements – often too many to fit the area size and scroll bar / arrow to view the missing stuff.
- With a 3 button mouse, middle button + drag to scroll
- With some laptops, two finger drag to scroll.
Changing view parameters (3D view)
Use the numerical keypad (1,3,7,9,0,+,-) to change view parameters (experiment).
If you are not comfortable with the way bones / meshes are displayed etc.. please check the eye candy section at the end of this tutorial.
My first keyframe!
I assume you have a rigged model handy.
- Use [left/right] arrow keys to scrub to frame zero.
- In 3D view, [right click] on a bone to select the armature.
- At the bottom of 3D view, select pose mode.
- You can change between pose mode and object mode using [control+TAB] and you can also toggle to edit mode using [TAB]
- These are 3D view modes and there is also weight paint and vertex paint mode.
- Let’s move a bone!
Right click on a bone to select the bone. Use [G,R,S] to grab/rotate/scale then slide the mouse and press:- [return] or [left-click] to confirm
- [ESC] or [right-click] to cancel.
- Set a keyframe. I like to keyframe everything at frame 1 (NOT frame zero) to save the rest position when starting a new animation.
Press [A] to select all the bones and [I] to insert a key frame, after pressing [I], select your option in the menu:- Location, Rotation, Scaling to just set the matching parameter
- LocRot, LocScale etc… shortcuts to set several parameters at once.
- LocRotScale. Set all 3 at once! Very handy.
To keyframe everything I use this one.
- Set another keyframe.
- Left/Right key to scrub to frame 10.
- Right click to select the bone and [G,R,S] to grab/rotate/scale like we did before.
- [I] to insert the keyframe select LocRotScale and [return] to confirm.
A Note
Sorry for introducing so many shortcuts. If you experiment you can do the same with manipulators and of course when selecting in a popup menu there is no need to use [up/down] arrow and return, you can just click instead BUT:
- [RETURN] instead of left click to confirm after moving a bone avoids making the mouse cursor slip while validating bone position
- Generally speaking I love using the keyboard to do the technical work (browsing menus etc…), and use the mouse to do the artistic work like moving vertices, moving bones etc…
My first animation
Play your animation using [alt+A], [esc] to stop.
In the timeline editor (at the bottom usually), you can set the Start and End either by holding left mouse button pressed and sliding or by entering a number.
Creating animation libraries (like walk, run, jump etc…)
If you are impatient, please skip to the next section for now.
You noticed the dopesheet is showing keyframes for the currently selected armature/rig.
At the bottom of the dopesheet there is a button that says dopesheet, click on that and select Action Editor instead. The editors are almost the same.
All your animation data is stored inside an action. In action editor you can rename the action. And there are a few annoying buttons on the right and left of action name:
- A button that reads ‘2′ (I’ll explain)
- Often, the [F] button is showing (I’ll explain)
- The [+] button to create a new action.
- The [x] button to unlink the action (I’ll explain)
- On the left of action name there is a button that you can use to change the current action
We can create action libraries, once you see the benefits the buttons are easier to understand.
- Your blender file can have lots of actions
- Even if you delete the model and rig the actions are not deleted.
- Whatever action is the current action is also the action that you can play when pressing [alt+A] and the action that you are editing now.
- If you have a rig with the same bone names, you can reuse an action created using another rig/model
- You can import actions from another *.blend file.
Now let’s explain the weird buttons:
- The button that reads ‘2′ tells us how many rigs are currently using this action. But if nothing uses the action it gets deleted so usually it shows ‘2′ instead of ‘1′.
If we press on that button, we make the action single user. In practice it creates a copy of the action and changes the name a little. Suppose I did a jump animation for a tiger and I want to adapt it for a lion, then I will right click on the lion’s armature, select the jump animation and start editing BUT I don’t want to spoil my tiger animation so I press the button (now shows ‘3′) and it quietly copies the animation so I can start editing safely. - The [F] button can be pressed or depressed. By default, pressed to prevent the action from getting deleted when nothing’s using that action.
If you really want to delete an action, press this [F] button and after exiting blender, the action will be lost forever (if nothing is using it). - The [x] button. It does NOT delete the action, it’s just a way to tell blender that we don’t want to edit/view the action. After pressing [x] you can go to the action list and re-select it like nothing happened.
Timing animations
We can create animations but to get the timing right and for good housekeeping, the action editor is very handy. Like I said it kind of does the same as the dopesheet (but please use the action editor).
I assume your bones are well named otherwise the action editor is useless.
- In the action editor you can scrub using left click and it moves the green cursor.
- To select/deselect a keyframe, right click on it; they show as white (not selected) or yellow (selected) dots.
- Hold shift and right click again to select more keyframes.
- To move or scale(!) keyframes, press [G] and slide the mouse then click or [return]. Experiment.
- To delete keyframes, press [delete]
- To duplicate keyframes, press [shift+D]
- For example to make the first/last keyframes the same, select the whole column of keyframes and press [shift+D] then drag to the end of the animation and left click or [return] to validate ( [esc] to cancel)
Eye candy
Use [Z] or [sfhit+Z] to switch between views, like solid or wireframe.
While your armature is selected, check the properties editor. There is a tab with a little guy icon. This shows armature properties.
Other than the Display section, messing around with this isn’t good unless you’re rigging the model. But the display section is useful:
- Check/uncheck to display/hide bone names and other stuff
- X-Ray mode lets the bones show through the mesh in shaded mode. I love it.
- At the top, different methods to display the bones. Octahedral is kinda standard but I prefer Stick mode.
Finally, in the Skeleton section, you can hide/display bone layers; if the rig is neatly arranged it may not be necessary but can help understanding the relations between bones and manipulators.




