Docs Animation

Sub-tracks

The property tree under a layer row: one row per animatable channel, grouped, collapsible, and filtered to what you have actually keyed.

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A layer's main Timeline row is a summary. Underneath it sits the real structure: one row per animatable channel, called a sub-track. Position and Opacity are separate rows, keep separate keyframes, and can be re-timed independently.

Click the sub-track caret at the right end of a layer's label to expand the tree. Only the layer types that own a channel show it, so a Group layer has a Blend row and a Mesh layer has a Mesh row, and neither shows the other.

A layer expanded into its sub-track tree, with the Transform group open and Position, Rotation and Opacity keyed.

How the tree is arranged

Rows are grouped so the list stays short. A group header has a twirl on its right edge; clicking it collapses the group, and that collapsed state is saved into the project, so a rig opens tidy for the next person.

  • Vertices: a single row at the top level.
  • Transform: Position, Rotation, Scale, Anchor, Opacity, Rotation X (tilt) and Rotation Y (pan). A Camera layer adds Depth of Field and Point of Interest.
  • Style: one row per animated fill, stroke and width parameter.
  • Follow Path: shown once a path target is set or the channels are keyed.
  • Blend, on Group layers; Mesh, on Mesh layers.
  • Layer Effects: a group per enabled effect, each holding its own parameters.
  • One group per bone, holding that bone's Angle, Stretch and Position rows, then its Inverse Kinematics, Angle Dynamics, Position Dynamics and Scale Dynamics groups.
  • Switch and Z-Order, which get their own dedicated rows rather than sitting under Transform.

What each channel animates

Sub-trackWhat it animatesLayers that show it
VerticesThe whole bezier path: points, handles, extra contours and the closed flagShape and Vector layers
PositionX and Y, plus Z, with spatial handles for the motion pathEvery layer except bones
RotationThe Z roll, in degreesEvery layer except bones
ScaleX and Y scaleEvery layer except bones
AnchorThe pivot the transform turns aroundEvery layer except bones
OpacityLayer opacityEvery layer except bones
Rotation X (tilt) / Rotation Y (pan)The 3D tilt angles, independent of the Z rollEvery layer except bones
StyleFill, stroke, expose (the write-on percentages) and dash, one channel each; stroke width rides with StrokeShape and Vector layers
BlendThe liquid and boolean blend radius of a groupGroup layers
MeshPer-vertex mesh deformationMesh layers
SwitchWhich child variant is visibleSwitch layers and variant parents
Z-OrderA relative hop in draw order among siblingsLayers with ordering enabled
Depth of FieldCamera depth-of-field strengthCamera
Point of InterestThe point the camera tracksCamera
AngleA bone's rotation about its parent jointBone layers, inside the bone's own group
StretchThe bone's stretch multiplier along its own lengthBone layers, inside the bone's own group
PositionThe bone's originBone layers, inside the bone's own group

A bone's three channels

A bone no longer collapses into a single Transform row. Its group opens onto Angle, Stretch and Position, one row each, with their own keyframes, their own easing and their own tween arrows, so you can re-time a swing without dragging the translation along with it.

Where you key decides how much gets keyed. Add Keyframe or Update Keyframe on one of the three rows writes that channel and nothing else. The same command on the bone group header keys the whole pose instead: angle, stretch and position together, which is what you want after a drag that changed more than one of them. A Static bone's pose is its position, so the group keys that alone.

On a stretched child bone the Position row is inactive. Its origin is rebuilt from the parent chain every frame, so a position key there would be computed and thrown away. The row is dimmed, its tooltip says so, and Add Keyframe and Paste Keyframe are disabled on it. Keys already sitting on the row, from an earlier pass or from a spell as a Static bone, still draw and can still be deleted, and the group header skips the dead channel rather than filling it.

The bone parameter groups under those rows are named Angle Dynamics, Position Dynamics and Scale Dynamics. They hold the spring settings of Bones & dynamics, not the channels above them; the older names, Dynamics, Position and Scale, read as if they were the channel rows.

Switch and Z-Order step rather than interpolate: the value holds until the next keyframe and then jumps. They take no easing, and their rows carry no easing menu.

Showing only what is keyed

The Show Sub-tracks toggle in the Timeline header filters the tree down to the channels that already own keyframes. It is on by default, which keeps an expanded rig readable: a bone with two keyed angles shows one row, not a page of empty parameters.

The filter covers every animatable row, including the ones that used to slip past it. A bone's Angle, Stretch and Position rows drop out individually when they carry no keys, and a bone with nothing keyed at all contributes no rows and no group header. Switch and Variant, Z-Order and Depth of Field are filtered on the same rule.

Structural rows are deliberately exempt and always show: the layer's own row, the cell strip under a Raster Cells or Vector Cells layer, Symbol Playback and the group-marker rows. They describe the layer rather than animate a value, so hiding them would hide the layer.

Turn the filter off when you want to key a channel you have not touched yet and would rather right-click its row than reach for the Auto Key channel list.

Reading a sub-track row

A keyframe on a leaf row is a small cream diamond; it turns blue while it is part of a layer-wide selection, and yellow while it is the keyframe the Easing panel is pointed at. Between two consecutive keyframes on the same channel a thin white arrow shows the direction of the tween, provided there is room for it. The main layer row deliberately has no arrows. It is a summary of several channels, and an arrow there would be a guess.

Style and Layer Effects rows, Follow Path and bone parameters all behave identically to the built-in channels: they select, drag, marquee, take easing and answer the same right-click menu.

On a Vector layer the Vertices and Style rows follow the cell you are working on: they read and write the active drawing child, which is the child you have selected or the nearest cell at or before the current frame.

Group commands

Right-clicking a group header offers Delete All Keyframes, which clears every channel inside that group in one step. Right-clicking a leaf offers Add Keyframe, Update Keyframe, Delete Keyframe, Delete All Keyframes, Copy Keyframe, Paste Keyframe, an Easing submenu and a Loop Group submenu.

Paste Keyframe only lights up when the clipboard holds a keyframe from the same kind of channel, and a lone parameter keyframe will not drop onto a frame that already has one. Copy Keyframe on the main row takes every selected layer at once, and Paste puts each layer's keys back on its own layer, carrying the style, effect and bone-parameter keys that sat on them.