Give the graphic its timing.
Shape properties with keyframes, easing and retiming, then check the motion between the endpoints.
- Make a simple entrance.
- Check the parameter and time context.
- The middle frames matter.
- Separate display from animation linking.
- Offset text animation.
- Check presets and instance overrides.
Make a simple entrance.
- Select the object and check that its clip covers the animation range.
- Move to the starting frame and key a property at its first value.
- Move to the finishing frame and set the final value.
- Scrub the first, middle and final frames.
- Refine easing, play, then save and reopen.
For opacity, use the transparent/opaque values shown in the interface. Do not assume its numeric units.
Check the parameter and time context.
The timeline has Compact and Animate modes. Animate shows parameter lanes; curves can be opened separately. A key belongs to a parameter on a particular object. Basement’s clip-local time differs from comp time.
Key Groups organise animation; they are not object Groups. Merged lanes tidy the view without merging the objects themselves.
The middle frames matter.
Temporal handles change the rate of change. Corner/smooth handles and curve overshoot can change the result even when the endpoints are right. Watch the whole entrance, settled pose and exit rather than judging two frames.
Moving, stretching and scaling key ranges each work differently. Colliding keys can block retiming. Save before changing structure.
Separate display from animation linking.
Showing separate Position axes does not unlink their animation. Relinking separate axes can keep one axis and replace the other’s keys. Check which operation you chose, save first and check the result straight away.
Offset text animation.
- Animate a compatible property first.
- Add Text Stagger and connect an animated input.
- Choose word, character, line or all grouping, and the order and timing.
- Try shorter and longer text, then check the entrance and exit.
Removing Stagger leaves the underlying animation. The app shows which inputs can be used. Check other languages and text directions in your actual output.
Check presets and instance overrides.
A preset acts on the selected object’s existing animation. Do not assume it blends with every existing key. Keep path point/contour structure the same across keys.
An exposed instance override can replace source animation with a fixed value. It is not an additive offset. Check your case and read the core concepts before making several variants.