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Version: 1.0 archive

Timeline - Complete Guide

Master the Timeline panel in Scribe Animator for precise animation control. This guide covers playback controls, keyframes, zoom, tracks, and timing for professional animations.

Visual orientation

Current Scribe Animator desktop editor with a selected text object, inspector, timeline tracks, transport controls, audio lane, and keyframe drawer
The current desktop workspace connects one selection across the canvas, inspector, timeline, and domain drawers.
Screenshot callouts
  1. Canvas selection
    The selected object controls which properties and tracks are editable.
  2. Properties inspector
    Exact object values and preset animation controls live here.
  3. Transport and tools
    Preview, loop, speed, search, clipboard, grouping, fit, zoom, and pop-out actions.
  4. Tracks, ruler, and playhead
    Rows show object timing while the ruler and vertical playhead establish time.
  5. Detail drawers
    KEYFRAMES, CURVES, CAMERA, and DRAW edit different timing domains.
Product UI verification

This screenshot and its visible labels were checked in the real local Desktop editor at 1440 × 1000 on 26 July 2026. It is not a documentation playground. The reference tables below explain timing relationships; when the text and the installed UI differ, use the visible editor labels.

For a guided first workflow, use Animate with the timeline. This page remains the detailed reference.


Timeline Components

Component Overview

Read the timeline from top to bottom: transport controls, time ruler and playhead, object/property tracks, optional audio lanes, and the domain drawer selected at the right. The selected canvas object determines which inspector values and tracks are editable.

ComponentDescription
Transport BarPlayback controls, search, zoom
Time RulerTime scale with tick marks
PlayheadCurrent time indicator
Track ListObject and property tracks
Track MetaTrack names and controls
Track LaneKeyframes and animation bars
Audio LaneAudio waveform (toggleable)

Transport Bar Controls

Playback Controls

ControlIconFunction
Play/Pause▶ / ⏸Start or pause playback
StopStop and return to start
Loop🔁Toggle loop playback
SpeedChange playback rate

Playback Speeds

SpeedUse Case
0.25×Slow motion review
0.5×Detail inspection
Normal speed (default)
1.5×Quick preview
Fast preview
Rapid scrub
tip

Use 0.5× speed to check animation timing details, and 2× speed to quickly preview long animations.


Zoom Controls

Zoom Interface

Use Zoom Out for more context, Reset Zoom for 100%, Zoom In for precision, and Fit All to fit the complete editable time range.

Zoom Levels

LevelDisplayUse Case
0.25× (25%)Entire project overviewLong animations
1× (100%)Default viewGeneral editing
4× (400%)Fine detailPrecise keyframe placement
64× (6400%)Maximum zoomFrame-by-frame editing

Zoom Range

The supported range is 0.25× to 64×. Use 0.25× for a project overview, 1× for general editing, and higher levels only when you need fine or frame-level placement.

note

Scroll wheel on the track area also zooms in/out. Hold Ctrl/⌘ while scrolling for faster zoom.


Time Ruler

The time ruler shows the timeline scale and current position.

Ruler Layout

Major labels establish the time scale, minor ticks subdivide it, and the playhead marks the sampled project or scene time. Tick spacing changes with zoom; do not infer elapsed time from pixel distance without reading the ruler.

Ruler Ticks

Zoom LevelMajor TicksMinor Ticks
Overview (0.25×)10 seconds5 seconds
Normal (1×)5 seconds1 second
Detailed (4×)1 second0.5 seconds
Frame-level (16×+)0.5 seconds0.1 seconds

Clicking the Ruler

ActionEffect
ClickJump playhead to that time
DragScrub through timeline
Double-clickSet in/out range (with Shift)

Playhead

The playhead indicates the current time position.

Playhead Features

The draggable handle sits on the ruler, while its vertical line continues through the track area. Together they show which object values, camera state, draw step, and audio position are sampled at the current time.

Playhead Operations

ActionHow To
Move playheadClick on ruler or drag handle
ScrubDrag playhead left/right
Jump to startPress Home or click ⏹
Jump to endPress End
Step frameArrow keys (← →)

Tracks

Tracks represent objects and their animatable properties.

Track Types

Track TypeIconDescription
Object Track📦Main track for scene objects
Property TrackSub-track for specific properties
Audio Track🎵Audio clips and waveforms

Track Structure

Hierarchy levelExamplesBehavior
Object trackText Object, Image ObjectOwns visibility, lock, collapse, and the object's timing row
Property trackPosition X, Position Y, Opacity, Scale, RotationHolds keyframes for one animatable value beneath its object

Track Meta Controls

ControlIconFunction
Visibility👁Show/hide object
Lock🔒Prevent editing
CollapseExpand/collapse property tracks

Keyframes

Keyframes define animation values at specific times.

Keyframes can coexist with preset animation and Draw timing on the same object, but they do not all drive the same properties or ranges. Use Timing-source combinations to identify the active timing owner before moving keys or changing a preset.

Keyframe Types

StateMeaning
Standard keyframeDefines a property value at its time
Empty keyframeMarks time without introducing a changed value
Selected keyframeIncluded in the next edit, move, copy, or delete action
Animation spanThe interval interpolated between two value-defining keyframes
Real Scribe Animator timeline with a selected text opacity track, two keyframes, and the populated Keyframes drawer
The selected text object's Opacity track and the Keyframes drawer show the same two real keys.
Screenshot callouts
  1. Selected property track
    Opacity is expanded beneath the selected text object.
  2. Ruler and playhead
    The vertical playhead samples the selected track at the displayed time.
  3. KEYFRAMES drawer
    The selected drawer exposes filtering, search, add/copy/paste actions, and the property key table.
  4. Two-key table
    Time, value, interpolation, and easing describe the real Opacity keys.

Adding Keyframes

MethodHow To
Auto-keyChange object property at playhead
Click trackClick at desired time position
Right-click menuInsert Keyframe at Playhead
KeyboardPress K at current time

Keyframe Operations

Right-click a keyframe to open the actions available in the current context:

ActionResult
Edit ValueChange the value stored at that time
Copy KeyframeCopy the selected keyframe data
Paste KeyframePaste copied data at the eligible destination
Duplicate KeyframeCreate another keyframe from the selected one
Ease In, Ease Out, Ease In-OutApply the corresponding transition behavior
Delete KeyframeRemove the selected editable keyframe

Selecting Multiple Keyframes

  1. Shift-click additional keyframes to extend the current selection.
  2. Marquee-select by dragging around multiple visible keyframes.
  3. With the intended track focused, use Ctrl/⌘ + A to select all eligible keyframes in that context.
  4. Confirm the visible selected state before moving or deleting the group.

Animation Curves

Control how values change between keyframes.

Easing Types

EasingEffect
LinearConstant speed
Ease InStarts slow, ends fast
Ease OutStarts fast, ends slow
Ease In-OutSmooth start and end

Curve Visualization

CurveStart of spanMiddle of spanEnd of span
LinearImmediate constant rateConstant rateStops at the same rate
Ease InSlowAcceleratesFast
Ease OutFastDeceleratesSlow
Ease In-OutSlowFastest near the middleSlow
Real Scribe Animator timeline with the selected text opacity track displayed in the Curves drawer
The Curves drawer graphs the same selected property over the active range and exposes curve-editing tools.
Screenshot callouts
  1. CURVES tab
    Switches the detail area from the key table to the curve editor.
  2. Active range
    Identifies the property and time range shown by the graph.
  3. Curve graph
    Plots the selected property value against time.
  4. Curve tools
    Snap, angle, playhead, lock, fit, reset, and available easing actions operate on the selected curve context.

Opening Curve Editor

  1. Select the object and property track you want to edit.
  2. Open the CURVES drawer beside KEYFRAMES, CAMERA, and DRAW.
  3. Select the relevant keyframe span.
  4. Adjust the curve while watching its value and time axes.
  5. Preview the span at normal speed before adding more keyframes.

Searching and Filtering

Find specific tracks and keyframes quickly.

Search Interface

Enter an object name, property, track label, or multiple terms in the transport search field. Clear the query with the visible clear action to restore the complete track list.

Search Features

Search ForExample
Object name"Title"
Property type"opacity"
Track type"position"
Multiple terms"text scale"
tip

Use search to quickly navigate to specific objects in projects with many tracks.


Docking Options

The current Desktop workspace opens the Timeline at the bottom. It can also be detached as a floating panel when more canvas space or a second monitor is available.

Dock Positions

PositionBest For
Bottom (default)Wide timeline view
FloatingMulti-monitor setups

Older projects or stored layouts can contain a legacy right value. The current layout sanitizer opens that value as floating, so do not rely on a right-docked timeline in a tutorial.

Dock Toggle

When the timeline is bottom-docked, choose the visible undock action to make it floating. In floating mode, choose the dock action to return it to the bottom workspace.

Resizing

DirectionHow To
Height (bottom dock)Drag top edge
Both (floating)Drag any edge or corner

Size Limits

DimensionMinimumMaximum
Height220 px720 px
Width280 px960 px

Keyboard Shortcuts

Shortcut handling is focus-sensitive. The installed editor's Help → Keyboard Shortcuts modal is the source of truth.

ShortcutConfirmed timeline context
SpacePlay or pause when the main timeline owns focus
Delete / BackspaceDelete selected editable keys
Ctrl/⌘ + CCopy selected keys
Ctrl/⌘ + VPaste copied keys at the playhead
Hold Space and dragTemporarily pan the curve editor
X / Y during a curve dragConstrain the active drag to one axis
Escape during a curve dragCancel the active drag

Inputs, text fields, the canvas, and other panels can own the same keys. Click the intended timeline area first and confirm the visible selection before a destructive command. See Shortcuts and accessible editing for the browser-verified shortcut modal.


Timeline Drawers

Advanced editing tools in collapsible drawers.

Available Drawers

DrawerIconPurpose
KeyframesBulk keyframe editing
Curves📈Easing curve editor
Camera🎥Scene camera tracks
Draw✏️Draw animation settings

Drawer Layout

The tab row switches one shared detail area between keyframe lists, curve editing, camera authoring, and draw-step planning. Closing a drawer hides its detail area; it does not remove the underlying project data.

Scribe Animator desktop timeline with the real Camera drawer open
The Camera drawer uses the shared ruler and playhead rather than a separate tutorial timeline.
Screenshot callouts
  1. CAMERA tab
    Switches the shared detail area to camera authoring.
  2. Camera controls
    The selected mode determines the controls shown beneath the summary.
Scribe Animator desktop timeline with the real Draw drawer open
The Draw drawer plans scene-local draw steps against the same timeline.
Screenshot callouts
  1. DRAW tab
    Switches the shared detail area to draw-step planning.
  2. Planning actions
    Auto-plan, add-step, clear, and precompute actions operate on the active scene.

Camera and Draw ownership

The Camera and Draw drawers share the same scene timing, but they do not own the same actions:

SourceWhere it is editedWhat CAMERA reports
Manual camera keyCAMERA → + Add @ Playhead and the key tableM
Object CameraSelected eligible object → Properties → Object CameraO
Draw-step CameraDRAW → expanded step → CameraD

All three run only when the scene's Camera Mode is Track. Fixed, Follow Hand, and Follow Object preserve the Track but leave those actions inactive. An Object Camera range overlapping a Draw-step Camera range is blocking; a manual-key overlap produces a warning and the manual key can take priority.

Real Scribe Animator Camera key table showing Manual, Draw-step, and Object source badges
M, D, and O identify authoring provenance; the runtime still samples one final camera Track.
Screenshot callouts
  1. CAMERA drawer
    Inspect every camera source against the shared playhead.
  2. M, D, O sources
    Manual, Draw-step, and Object keys are time-sorted in the same table.
  3. Object source editor
    The selected object’s Properties panel remains the correct place to update Object Camera.

See How the camera systems interact for the complete comparison, generated-action timing, Follow Object distinction, overlap matrix, and recovery steps.

Pop-Out Windows

Each drawer can be detached as a floating window:

  1. Click [Pop Out ⧉] in drawer
  2. Drawer becomes floating window
  3. Position anywhere on screen
  4. Click [Dock] to return

Audio Lane

View and edit audio clips synchronized with your animation.

Audio Lane Interface

Scribe Animator desktop editor with a created Project Audio track in the timeline
Project Audio and Scene Audio share the visible timeline coordinate system with object tracks.
Screenshot callouts
  1. Created audio track
    The track header identifies role and exposes the controls supported by the current build.
  2. Clip lane
    Clips, waveforms, and timing are read against the shared ruler and playhead.

Music, SFX, and voiceover tracks can contain different clip lengths and offsets. Waveforms are timing aids; preview the project to verify actual loudness and synchronization.

Placing or recording a clip does not automatically create a script segment or object binding. See Audio binding when animation or Draw timing must follow a narration segment.

Toggling Audio Lane

Use the visible Audio toggle in the timeline controls to show or hide the lane. Hiding it changes the workspace view, not whether placed clips play.


Common Workflows

Workflow 1: Basic Animation

  1. Position the playhead at the animation start.
  2. Change the selected object's property to establish its starting value.
  3. Move the playhead to the intended end time.
  4. Change the property again to establish its ending value.
  5. Confirm that the expected keyframes were created, then preview the span.

Workflow 2: Precise Timing Adjustment

  1. Zoom to 4× or higher until the timing interval is easy to target.
  2. Select the keyframe or keyframes.
  3. Drag to the required time while checking the ruler.
  4. Preview at normal speed to verify timing and easing.

Workflow 3: Copy Animation

  1. Select the source keyframes in their track.
  2. Copy them with Ctrl/⌘ + C.
  3. Select the compatible destination track and position the playhead.
  4. Paste with Ctrl/⌘ + V.
  5. Verify the pasted values and timing before previewing.

Troubleshooting

Playback Issues

IssueCauseSolution
Playback stuttersComplex animationReduce object count or effects
Wrong speedSpeed not resetPress K to reset to 1×
Doesn't loopLoop disabledClick 🔁 to enable

Keyframe Issues

IssueCauseSolution
Can't add keyframeObject lockedUnlock object (🔒)
Keyframe not visibleWrong zoomZoom out or use Fit All
Values not animatingOnly one keyframeAdd second keyframe

Zoom Issues

IssueCauseSolution
Can't zoom moreAt limitMax is 64×, min is 0.25×
Lost positionOver-zoomedUse "Fit All" to reset view
Timeline blankZoomed too farReset zoom with 0 key

Best Practices

Timing

  1. Start simple — Add keyframes at start and end first
  2. Use easing — Linear motion looks robotic
  3. Overlap animations — Stagger starts for natural flow
  4. Preview often — Check timing at different speeds

Organization

  1. Name tracks — Use descriptive object names
  2. Collapse unused — Keep view clean
  3. Group related — Keyframes for complex animations
  4. Use scenes — Break long animations into scenes

Performance

  1. Limit keyframes — Use only what's needed
  2. Avoid micro-adjustments — Small changes add complexity
  3. Use appropriate zoom — Don't over-zoom for simple edits
  4. Close drawers — When not in use
tip

Pro tip: Use the Curves drawer to fine-tune easing rather than adding extra keyframes for smooth acceleration/deceleration.


Summary

FeatureLocationPurpose
Transport BarTop of timelinePlayback and zoom controls
Time RulerBelow transportTime scale and navigation
PlayheadOn rulerCurrent time position
Track ListMain areaObject and property tracks
KeyframesOn tracksAnimation values at time
Audio LaneBelow tracksAudio visualization
DrawersRight sideAdvanced editing tools

The Timeline is the heart of animation control in Scribe Animator. Master it to create precise, professional whiteboard animations with perfect timing.


Related documentation: