Open any animation package — Maya, Blender, Houdini, MotionBuilder — and the pose you sculpted in the
viewport is, underneath, nothing but numbers changing over time. The character's hand
is at
It is the mechanical companion to
Everything you can animate is a channel (a.k.a. a degree of freedom, or DOF).
An object's world transform alone is nine channels — translate
This is why the graph editor can look so busy: it is drawing one line for each number the rig exposes. You usually isolate a few channels at a time to see what you are doing.
A single channel's function is its F-curve — short for function curve, also called the animation curve. Plot the channel's value up the vertical axis and time (frames or seconds) along the horizontal axis, and you get a picture of the entire motion of that one number:
You do not author the whole curve point by point. Instead you set a few
keyframes — anchor points that say "at time
Between two keys the tool needs to know not just where to pass but at what angle. Each
keyframe therefore carries tangent handles — little levers that set the curve's
slope as it enters and leaves the key. And the slope of an F-curve is not decoration:
by the
The common interpolation / tangent modes you pick per key (or per curve):
| Mode | Shape between keys | Feel / use |
|---|---|---|
| Stepped (constant / hold) | value holds flat, then jumps at the next key | blocking, pose tests, on-off switches |
| Linear | straight line — constant slope | mechanical, constant speed |
| Spline / Bézier | smooth curve, slopes matched across the key | organic motion; the default workhorse |
| Flat | tangent forced horizontal (slope 0) at the key | ease to a dead stop — a held extreme |
| Auto / clamped | tool picks a smooth slope, clamped so it won't overshoot local keys | quick, safe smoothing |
By default the incoming and outgoing tangents of a key are unified — one straight handle, so the curve glides through smoothly. Breaking the tangents lets the two sides take different slopes, putting a sharp corner in the curve: the object arrives slow and leaves fast (or reverses direction) at that instant. A break is how you get a hard impact, a bounce contact, or a snap.
Here is a single channel with three keyframes — start at
Watch the marker's speed. In stepped it teleports — no in-betweens at all, which is exactly what you want when blocking poses. In flat it crawls near each key (slope 0 → slow-in/slow-out) and hurries between. In plain spline notice how the curve can bulge past the peak value of 1 near the middle key — that bulge is an overshoot, and it is the source of a famous bug.
Take two keyframes on a translate channel:
Linear tangents. The in-between is the straight line
Flat tangents. Force the slope to
So flat and linear agree at the centre but could not feel more different: the linear move barrels along at a flat 10 the whole way, while the flat-tangent move eases out of rest, peaks at 15 — half again as fast — through the middle, then settles gently to a stop. Same keys, same midpoint value, opposite spacing. That is the entire reason we edit tangents rather than raw values.
Keys define the curve only between the first and last. What the channel does before the first key and after the last is set by the extrapolation (pre/post) mode. Leave it at constant and the value simply holds. Set it to cycle and the whole keyed range repeats forever — the trick behind a looping walk, a flickering light, a spinning fan. A cycle with offset (relative) adds the range's net change each repeat, so a walk cycle keeps travelling forward instead of snapping back to the origin each loop; oscillate (ping-pong) plays the range forwards then backwards.
Say you key a ball rolling along the ground: three keys all at height
Two tangent traps snare beginners. First, stepped tangents show no in-betweens — the value holds then jumps. That is a feature while blocking (you want to judge poses without the tool guessing motion), but if you forget to convert to spline before polishing, your "finished" shot plays as a slideshow of frozen poses. Second, the opposite failure: spline / auto tangents keep the curve smooth by letting it bow past a key's value — the classic unwanted overshoot. A hand keyed to stop at a table can smoothly sail through it and swing back; a scale keyed to land on 1 can bulge to 1.1 first. When a value must not be exceeded (a contact, a limit, a hold), reach for flat or clamped/auto tangents, or break the tangent so the curve arrives and leaves cleanly. Smooth is not the same as correct.