You can set keyframes for just about anything that has a value, including an object transform, visual attribute, as well as any tool attribute. When you set a keyframe to animate a particular parameter, a function curve is created. The curve is a graph that represents the animation of that parameter over time. You can edit the animation by editing its curve in Animation Editor or by modifying the attribute values in the Tool UI. You can set keyframes manually or automatically—see Setting Keys Manually and Setting Keyframes Automatically.
You can set keyframes for any animatable parameter at any time, and in any order. When you add a keyframe, the interpolation between the previous and the next keyframe is computed automatically. Setting a keyframe over another keyframe replaces the old keyframe.You can set keyframes the following ways:
You can set animation keyframes automatically each time you modify the attribute values. This process is called AutoKey.
AutoKey lets you to skip the steps of marking attributes and pressing a button or hotkey every time you want to set a keyframe. When AutoKey is on and you modify an attribute value in any way (using the tool UI, direct manipulation, or scripting) a keyframe for the modified attribute value is set at the current time, whether or not the attribute is marked for animation. The Autokey setting therefore overrides all markings for animation settings. This is also valid while playing and is usually done this way to define the initial shape of the animation.
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