Animating: keyframes, depth and a camera

Design puts a timeline under the free canvas, and Sequence Studio is the same timeline with a video composition already in it. Using Lolly describes the timeline itself - the magnetic sequence row, the overlay lanes, the Always on strip, transitions and rendering - and The sequence editor covers editing in time. This page is about the layer above that: posing a box at one instant, lifting it off the page and flying a camera over the result.

Everything here runs on your device. Nothing plays on its own: the preview moves when you press play or drag the playhead, and what you see at any instant is exactly what an export of that instant contains.

A keyframe is a pose at a moment

A keyframe records a box's position, its size, how see-through, how blurred and how far it lifts off the page - all at one instant. Two keyframes make a move, and Lolly fills in everything between them.

+Keyframe has two homes and one behaviour:

K does the same from the keyboard. Whichever you use, the pose is written at the playhead for everything keyframable in the selection, in one commit - so one undo takes the whole thing back, even across a multi-selection.

If the thing you selected has no timing yet, that same press adds it to the timeline and writes its first keyframe together. One press, one undo step.

Each keyframe appears as a diamond on the clip's bar. Alt + ← and Alt + → step the playhead from one diamond to the next.

Nothing else creates a keyframe. Dragging a box, typing in a field or scrubbing the playhead never quietly adds one, which is the rule the whole feature is built on: nobody keyframes by accident.

A box that has never been animated shows one control instead - Animate, in its Keyframes group. Press it and a rest pose is written at the start of the clip, with everything exactly where it already was. From then on the box has a track, and the rest of this page applies to it.

The playhead is the arm

There is no record button and no stopwatch. The playhead's position decides what an edit writes.

The Keyframes group says which one you are in: its first line reads Scene pose off a diamond and Keyframe @ 0:01.8 on one. Off a diamond the pose fields show the values the box is passing through at that instant, and all but Depth are inactive, because there is no keyframe to write to.

Scrubbing latches onto diamonds: drag the playhead near one and it snaps to it, so "edit the pose I can see" is the easy thing to do. Hold Alt to park between them.

Closing the timeline turns all of this off. The playhead is the arm, so the arm has to be visible.

The Keyframes popup

The clip inspector is a row of grouped segments - Time, Animate, Keyframes, a speaker toggle for mute and the timed or always-on switch. Each segment shows one glance-value summary; press it and its controls open as a panel above the transport, wide enough to read.

The Keyframes panel holds everything one track can be edited with:

Curves are the shipped set: Linear, Ease out, Ease in, Ease in and out, Overshoot, Anticipate, Smooth, Snappy and Hold, which keeps a value until the next keyframe. Drag a handle on the docked plot and the row switches to Custom with the curve you drew, so the presets are a way to learn the shape rather than a limit. A curve shapes movement; a fade always ramps evenly, whichever curve the keyframe carries.

Clicking a diamond selects it and opens this panel on that keyframe in one gesture. Dragging one moves it in time, and Alt-dragging leaves the original in place and drops a copy where you let go. Right-clicking one offers Keyframe curve, Duplicate keyframe and Delete keyframe without opening anything.

The keyframe rows are the keyboard and screen-reader route to the diamonds. Everything a diamond can do by pointer is a labelled button in that list.

Depth lifts a box off the page

Depth is the first pose field, and it is the one that stays live even when you are parked between keyframes. It says how far the box stands above the surface: 0 is flat on the page, the slider scrubs the useful band of 0 to 300 and the number beside it takes anything from -300 (sunken) to 900.

Depth on its own changes how the camera sees the box: lifted layers move further and faster than the page behind them. To make the lift readable when nothing is moving, give the box a shadow that follows its depth. The object bar's More panel has a Shadow section whose Apply to row offers Depth beside Box, Text and Content; it derives a soft shadow from the box's own height above the page, so the higher the box, the further it casts.

The first time you move Depth, a Camera appears in the Always on strip. Depth already works without it - the camera box is what makes the shot itself editable.

The camera

Select the Camera chip and the inspector swaps its Time and Animate groups for a Camera group.

Five moves write a complete track in one press, each one an ordinary set of keyframes you can then edit or delete:

MoveWhat it does
Push inTravels toward the artwork and stops.
Pull backStarts close and settles at the resting frame.
Pan acrossSlides sideways, so lifted layers part at different speeds.
RiseClimbs over the composition, easing a little closer as it goes.
RevealStarts close and soft, then settles sharp at the resting frame. The depth-of-field demo.

Orbit sits beside them, dimmed, and says why: it needs the angled camera that is still being built.

Under the moves are the camera's own channels - Pan X and Pan Y, Dolly, Focus, Aperture and FOV strength - each with the gesture that drives it. With the camera selected and the playhead inside its window, dragging empty canvas pans the shot and a plain scroll dollies it. Cmd/Ctrl-scroll still zooms your view, and Space-drag still pans your view: moving the shot and moving your own window onto it stay separate gestures. Clicking any box hands both back.

Two things to know about the model:

Focus is a distance and Aperture is how shallow the focus is; at 0 everything is sharp, and raising it softens whatever sits away from the focus distance. FOV strength changes the perspective, not the magnification - it is a dolly (the camera's own Depth) that makes things bigger.

Today's camera moves stay square to the page: it travels, but it does not tilt. Angled, point-of-view glides low over the artwork are being built.

Lift layers: one SVG into a stack

A flat SVG is one picture. Lift layers turns it into a stack of boxes, one per layer of the drawing, so each layer can carry its own depth, keyframes and blur.

Right-click a box holding an SVG and choose Lift layers (it is also in the More panel on the object bar). The dialog reads the artwork, then says what it found - 6 layers found, with the number of shapes in each. Press Lift layers to accept, and the box is replaced by that many boxes, in the same place, sharing a group, with their depth staggered and the Depth shadow already set. It is one commit, so one undo puts the original picture back.

The list is a plan, not a promise. On a screenshot exported from a Lolly canvas the layers really are the objects the editor knows about. On anything else - a page you captured, a drawing from another app - the split is read off the artwork's own groups and geometry, so read the list before you accept it. Artwork that is genuinely one layer says so and offers nothing to do.

Exporting a move

The preview and the file are the same arithmetic, so what you see is what you get.

A keyframe track is an ordinary part of the design, so it travels in the link like everything else: share the URL and the recipient opens the same move. (A long one packs itself into the short form - see URL Mode.)