Keyframe animation allows the software to create a transition (tween) from one state to another across a number of frames. This might be applied to a single drawing that's been stretched across multiple frames. This also could be applied to sequence of drawings.
Tweens can be set to change a single property (ie. size) or to change multiple properties at the same time (ie. rotation & position). The scale, position, rotation and/or skew can all be changed multiple times from the first cell to the last. On color mapped levels (ie. Vector & Smart Raster), color transitions can also be keyframed.
- In a practice scene, create a level (of any kind) with a single drawing and a step of 50

- Draw an object that will change during the animation
- Select the Animate tool
(A)
- Make sure that the correct layer is selected - Col1 if this is the only level in your scene
- Set the animate type from "Position" to "Center"

- Move the center of the image to the center of your drawing by clicking and dragging the pink circle into the correct position
- Select the cell for the starting position of your tween
- Add a keyframe by clicking on the keyframe button in the Viewer (changing the position will also automatically set a keyframe)

- Change the mode of the Animate tool to "Position"
- Select the first cell for the drawing in the Timeline (or Xsheet) (or the cell where you want the transition to start)
- Add a keyframe (click on the key icon in the Viewer)
- Select the last cell in your layer (or the cell where you want the transition to end)
- In the Viewer, click and drag to move your drawing into it's ending position
- Hold down on Opt | Alt while dragging to position slowly/precisely
- Hold down on Shift while dragging to lock to the X/Y axis
- Type a value in the X/Y fields to move a set number of pixels
- Click and drag on the X/Y labels to adjust those values
- Click on a lock icon to restrict the direction of movement
- Select the cell for the starting rotation of your tween
- Change the Animate tool's mode to rotate
- Set a keyframe for the starting rotation (changing the rotation will automatically set a keyframe)
- Select the ending cell and change the rotation for the drawing as needed:
- Click and drag in the viewer to rotate
- Hold down on Opt | Alt while dragging to rotate precisely
- Type a different value in the tool option bar to rotate precisely
- Click and drag on the label in the tool option bar to change the rotation value

- Play your animation and make adjustments as necessary
- Change the Animate tool's mode to scale
- Set a keyframe for the starting scale (changing the scale will automatically set a keyframe)
- Select the ending cell and change the scale for the drawing as needed:
- Click and drag in the viewer to change the scale
- Hold down on Cmd | Ctrl while dragging to resize with the aspect ratio unlocked
- Hold down on Opt | Alt while dragging to resize slowly/precisely
- Type a different value in the tool option bar to set the scale to a specific size
- Click and drag on the labels in the tool option bar to change the scale values
- Click on the lock icons to restrict size changes to a specific axis (when resizing while holding Cmd | Ctrl)

- Play your animation and make adjustments as necessary
- Change the Animate tool's mode to shear
- Set a keyframe for the starting shear (changing the shear will automatically set a keyframe)
- Select the ending cell and change the shear for the drawing as needed:
- Click and drag in the viewer to adjust the shear
- Type a different value in the tool option bar to change the shear precisely
- Click and drag on the icons in the tool option bar to change the shear values
- Click on a lock icon to restrict the direction of the shear

- Play your animation and make adjustments as necessary
The process for making a tween with multiple keyframes (multiple points of change) is exactly the same as when you have only 2 keyframes.
- Change the Animate tool
to the applicable mode
- On the right of the tool option bar, make sure "Global Key" is checked whenever you will be changing multiple values (ie. scale and rotation or skew and position)

- Set a keyframe for the starting position/scale/rotation/shear
- Change the position/scale/rotation/shear in as many middle cells as desired (the more space between keyframes, the longer the transition will take - if there is not enough room between transitions, the transition may be sudden or unequal)
- Change the position/scale/rotation/shear in the ending cell
- Play the animation in the Viewer and make changes or additions as necessary
Vector shapes can only be filled if they are closed shapes. If a vector shape won't fill, there are a few ways to fix the problem:
- Increase the gap distance value for the Fill tool
- Enable fill/gap checks:
- Gap Check shows gaps between vector endpoints
- View → Gap Check
- The gap distance is set in the "Tape" tool (T)
- Fill Check displays all fillable spaces as grey
- View → Fill Check
- Always turn off the checks in the view menu after removing the gaps
Use the control point editor (C):
- Click and drag on the control points (the white/blue squares) to reposition
- Click and drag on the handles (purple squares) to adjust the curve of the line
Use the Tape tool (T):
- Set the type to "Normal"
- Join vectors should be checked
- Change the mode depending on what type of gap you are changing:
- Endpoint to endpoint
- Endpoint to line
- Line to line
Convert to Simplified Vectors:
Simplified vectors normally resolve stubborn fill issues with closed shapes. This is often incompatible with automated animation features with the Inbetweener.
- In the top menu go to: Level → Optimize → "Simplify Vectors"
As a last resort, delete the shape and draw again with either "auto-close" or "auto-fill" turned in in the brush's tool options
;
- In the Timeline (or Xsheet), click on the cell where you want the color transition to start
- In the Level Palette, click on the color you will be changing
- Click on the Level Palette's key icon (bottom left) to set the current color as a color keyframe
- In the Timeline (or Xsheet), click on the cell where you want the color transition to end
- In the Level Palette, click back on the color you will be changing
- Click on the Level Palette's key icon (bottom)
- In the Style Editor, change the color/style as desired
- Play your animation to see the gradual change from one color to the next and change or add more color keys as desired
- Use the arrows next to the key icon to quickly toggle from key to key in the Level Palette
- With a key selected, changing that color/style in the Style Editor should update the key
Moving Keyframes
- In the Timeline (or Xsheet), click directly on the keyframe you want to reposition so that it turns blue

- Rlease the key icon before clicking again and dragging the keyframe to the desired new position
- Hold down on Opt | Alt while dragging to replace one keyframe with another
Removing Keyframes
- In the Timeline (or Xsheet), click on the cell with the keyframe you want to remove

- Delete the key by:
- Pressing the delete key if the key icon is selected/blue (fn+delete on macbooks)
- Clicking on the key icon in the Viewer (it should turn grey when there is no longer a keyframe)
- For color keyframes, use the arrow next to the key icon in the Level Palette to return to a color key and click on the key icon to remove it

In a new scene, spend 1 class period trying out as many of the above tweening techniques as possible. The goal is not to have a perfect, finished animation but instead to thoroughly explore and experiment with these forms of tweening.
Render your exercise at the end of the class period & add the render to the assignment in Classroom.
After 1 day on each tab, you can choose the techniques you prefer to make a longer, more polished animation.
Brush and Fill Range
On Vector levels, with range enabled for the brush, you can create 2 drawing keyframes and let Tahoma2D fill in the drawings between automatically. Instead of having to draw the completed drawings all at once, you toggle back and forth between the starting and ending frame as you add each new part of the drawing. Stroke direction still matters, but there are visual cues to remind you of the direction.
This is very similar to the inbetweener technique (on the last tab) - you only need to try one of these 2 techniques. This can be a better option if you only need 2 major keyframes.
- Create a Vector level with the number of frames you would like the animation to last (you can add additional frames later if necessary)

- Select the brush tool and next to "Range", select the interpolation type (the kind of transition)
- Linear - steady transition
- Ease in - starts slow
- Ease out - ends slow
- Ease In/Ease Out - starts and ends slower than the middle
- Adjust other brush tool options as needed:
- Turn on auto-fill in the brush tool options, if making a closed shape with a solid color
- Turn on auto-close if making a closed shape that will be filled with a different color
- Leave auto-close turned off whenever drawing lines/strokes that are not a closed shape
- Enable snapping (set to low) for better consistency (this makes the end of a stroke "snap" to strokes in close enough proximity)
- Make sure the first frame of your drawing is selected in the X-sheet/Timeline
- Draw your first line - it will turn red after the stroke is complete with a small "x" at the start of the stroke
- Switch to the ending frame for the movement
- Draw the ending position of the line, making sure to draw the line in the correct direction (a small x shows the start of the initial stroke)
- Continue drawing your image, 1 line at a time - always starting in Frame 1 and then repeating the line in its new position in the ending frame (ie. Frame 50) - always keep track of your line direction
- Repeat as necessary to create your desired movement
Like the brush tool, you can use the fill bucket (on both Vector and Smart Raster levels to fill a color/style in a closed shape across a range of frames (assuming the closed shapes are in close proximity from frame to frame).
- Select the Fill tool (F)
- Check "Frame Range" in the Tool Option Bar
- and make sure your fill color is created/selected in the Level Palette
- In the first drawing, click in the closed shape you want to fill
- In the last drawing, click on the closed shape you want to fill
- Play your animation to see if there are any frames that still need to be filled
- If necessary, use the Tape tool to close any gaps in unfilled shapes
- Make sure "Join Vectors" is checked
- If the type is set to "Normal":
- Choose the mode that applies best then click and drag to tape the gap closed
- "Endpoint to Endpoint" is best for connecting the ends of lines together
- "Endpoint to Line" can connect the end of a line to any point along a line
- Line to Line can connect any 2 points on a line or lines together
- If the type is set to rectangular:
- Click and drag around the gap to connect the 2 points
- If the connection is not perfect, try using CMD-Z to undo and try changing the "Distance" value before trying again
- With "Frame Range" off, use the fill tool on the now closed shapes
- To erase the same area across multiple frames:
- Use the "Eraser" tool (E) with the type set to rectangular (DO NOT use polyline or freehand) and check "Frame Range"
- On the first frame that you want to erase from, click and drag to select the area you want to erase
- On the last frame that you want to erase from, click and drag to select the area you want to erase
- In order to redraw your entire frame range animation:
- Select the frames in the Level Strip (CMD-A selects all)
- Press the delete key to remove the drawings (or right-click → Delete)
- Draw your animation again, following the earlier directions
- To add additional frames (if the transition was too short)
- Right-click in the Level Strip
- Select "Add Frames"
- Specify where you want the new frames to begin and end
- In the Timeline, double-click on each cell and type in the frame number so that the drawings will display when you are ready
- If necessary, click and drag to select the new frames and set the step to 2 by clicking on "2's" in the Command Bar.
In a new scene, spend 1 class period trying out the above frame range techniques. The goal is not to have a perfect, finished animation but instead to thoroughly explore and experiment with this form of tweening.
Render your exercise at the end of the class period & add the render to the assignment in Classroom.
After 1 day on each tab, you can choose the techniques you prefer to make a longer, more polished animation.
A sub-scene is an entire scene or a group of layers that displays in the Timeline as a single layer. Sub-scene layers display in violet.
Sub-scenes work in conjuction with both cel animation and tweening techniques to create a more organized scene. A sub-scene can be tweened just like any other level for more sophisticated movement.
Sub-scene commands can be accessed from the command bar, the "Scene" menu and in the context menu for the layer headers.
Loading a Different Scene as a Sub-Scene
- In an empty column, right-click in the first cell (or wherever you want the Sub-Scene to load)
- Select "Load Level"

- In the "Scene" folder, select the scene you would like to load
- Click on "Load" (if the scene is in another project, import the scene)
Creating a Sub-Scene from Levels in the Active Scene
- Select the columns/layers for the sub-scene by clicking and dragging across the column/layer headers
- In the Command Bar, click on the collapse button
Entering a Sub-Scene
Entering a sub-scene allows you to access and manipulate the layers of the sub-scene without the distraction of the parent scene.
- Select the sub-scene layer (click in the header or on the layer's dragbar)
- Press the "enter" button in the Command Bar (or right-click and select "Enter Sub-Scene")
Exiting a Sub-Scene
- Select the sub-scene column/layer (click in the header or on the layer's dragbar)
- Press the "Exit" button in the Command Bar (or right-click and select "Exit Sub-Scene")
Edit in Place
Edit in Place allows you to edit the layers of an entered sub-scene while the rest of the scene is still visible.
- Select the sub-scene layer (click in the header or on the layer's dragbar)
- Enter the sub-scene
- Press the "Edit in Place" button in the Command Bar (or right-click and select "Edit in Place")
- Make changes to the drawings, levels, and layers as desired
- Press the "Edit in Place" button again to see just the sub-scene (if needed)
- Press the "Close Sub-Scene" button again to exit
Sub-scenes can be manipulated like any other level type in the Timeline. Frames can be moved, stretched, keyframed, repeated, copied, cut, pasted, and deleted. These changes impact the display of all of the layers inside of the sub-scene.
- Speed Up a Sub-Scene:
- Select the frames to speed up (either click on the grab bar to select the whole level or click and drag across the cells)
- Right-click on a cell to open the context menu
- Under "Each", choose an option to display only every 2nd, 3rd, or 4th frames
- Slow Down a Sub-Scene:
- Select the frames to slow down (either click on the grab bar to select the whole level or click and drag across the cells)
- Click on "2's" or "3's" in the command bar
- Or right-click on a cell and use the "Step" options
- Repeat Sub-Scene frames:
- Select the frames to repeat (either click on the grab bar to select the whole level or click and drag across the cells)
- Right-click on a cell to open the context menu
- Under "Edit Cell Numbers" choose "Repeat"
- Or click on the repeat button in the command bar
- Choose the number of times to repeat - or the frame number to repeat up to
- Reverse Selected Sub-Scene frames:
- Select the frames to reverse (either click on the grab bar to select the whole level or click and drag across the cells)
- Right-click on a cell to open the context menu
- Under "Edit Cell Numbers" choose "Reverse"
- Swap out Sub-scene frames:
- Select a cell (or group of cells) in the Timeline
- Press W to slide the selection forwards
- Press Q to slide the selection backwards
- Or double-click on the cell and type a new frame number and press enter
Sub-scenes can also be tweened with the animate tool to add great secondary motion to character/object. This works best for sub-scenes that hold a character/object that is moving in place - ie. a propellor rotating, wings flapping, walking in place or etc.
In a new scene, spend 1 class period trying creating and tweening at least 1 sub-scene. The goal is not to have a perfect, finished animation but instead to thoroughly explore and experiment with this technique.
Render your exercise at the end of the class period & add the render to the assignment in Classroom and submit the assignment.
You will have about the next 2 weeks to choose the techniques you prefer to make a longer, more polished animation.