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The Graph Editor is the most advanced keyframe manipulator in Blender.

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To access the Graph Editor, you have a few options.

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In any workspace, you could go to the top left-hand corner of any panel and select Graph Editor from the drop-down.

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Alternatively, you can go to the Animation workspace and go to the Dope Sheet area.

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From there, you can hover over it and press Ctrl-Tab.

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This will toggle between the Dope Sheet and the Graph Editor.

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For non-hotkey users, you can go to View, Toggle Graph Editor, or Toggle Graph Dope Sheet to achieve the same thing.

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Compared to the Dope Sheet, the Graph Editor can do many of the same things, but also allows the user to view and edit the motion curves directly.

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Let me show you what I mean.

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Let's go ahead and make some keyframes for our object so we can see what this looks like.

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Just like our timeline video, let's once again animate a simple bouncing ball.

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To do this, simply subdivide your default cube by holding Ctrl and pressing 2 on the number row.

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Then turn on Auto Keyframe.

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We'll set a keyframe for a high pose on the first frame, go to frame 10, set a low pose where it's touching the grid,

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set a much lower high pose on frame 15, and do the same thing as frame 10 for frame 20 for our final low pose.

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You may have noticed by now that our keyframes in the Graph Editor are represented by orange handles along the curves we see displayed.

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Now, we also want to change the handle type for our extreme low poses on frame 20 and 10.

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This will once again give us that bouncing ball look.

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However, let's figure out how to do that in the Graph Editor real quick.

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Unlike the Dope Sheet and timeline, there is no summary of keyframes where we can easily select all of the keyframes on a certain frame.

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So, to achieve this same effect, let's simply find frame 10 and Alt-Left-Click any of the keyframes on frame 10.

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This will select all keyframes vertically on the same frame as the keyframe you selected.

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Now, we can simply change the handle type by going to Key, Handle Type, and selecting Vector.

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Hotkey users can still press V.

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Now, as you can see, the handles have visually changed this time.

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Unlike the Dope Sheet and timeline, the Graph Editor directly shows you what changing the handle type looks like in terms of the interpolation curves.

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Let's repeat this process for frame 20. Alt-Left-Click, press V, select Vector.

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We can then play our animation with spacebar again to confirm that we did it right.

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Now, let's observe our Graph Editor a little more closely to see how similar and how different it is from the Dope Sheet.

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Before we move on, I want to say that in case your Graph Editor is too zoomed in or you can't see all of your frames, simply hover over the Graph Editor and press Home.

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You can also go to View, View All.

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The first thing we'll notice that's the same is the left-hand column.

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Just like the Dope Sheet, the keyframes have all been assigned to specific channels.

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You can expand and collapse channels by clicking the arrow or using the plus or minus keys on the number pad while hovering over the channels.

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However, you might notice that while the channels are listed, there are no distinct rows of keyframes to see which keyframes belong to which channels.

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Now, we already know that the keyframes are indicated by the orange handles you see spread out along the curves.

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And each curve belongs to a channel.

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Simply left-click any of the channels on the left to highlight the corresponding curve in the graph.

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To isolate a curve, you can left-click to select it, go to the Channel menu, and click Hide Unselected Curves.

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For hockey users, you can press Shift H, as in Hide.

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This will hide all other curves for you.

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To unhide all other curves, simply go back into the same channel menu and select Reveal Curves.

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For hockey users, you can press Alt H.

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Now, let's go ahead and isolate only the location curves, and try to manipulate our keyframes and curves using the Graph Editor.

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As you can see, each of the keyframes in each channel exists on their respective curves as these orange handles,

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which we can select and transform using the same selection and transformation options we typically have in Blender.

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I'm going to simply shift left-click a few of these keyframes and start using G, S, and R to transform them.

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As you can see, moving, rotating, and scaling keyframes are all possible in the Graph Editor,

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allowing for very versatile and intuitive transformation of the curves.

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But what if we select a single handle?

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Each handle by itself is technically made up of three selectable parts, the main body and the two handlebars.

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By default, the endpoints of each handlebar can be transformed as a way to rotate the entire handle

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and manipulate the length of the handles, which affect how the curve interpolates between keyframes.

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You can also select the body and use R or S to rotate or scale both handlebars simultaneously.

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However, handle transformation differs depending on what handle type we use.

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For example, the vector handle types we have at the extreme low poses of our ball can be edited individually on each side.

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It also cannot be rotated as vector handle types must point to the previous keyframe.

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Quick note, when you break an individual handlebar off of its default orientation, it will convert the keyframe handle type to free.

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Free is when both handles move independently from each other, and you can set it to free yourself manually.

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Feel free to experiment with other handle types.

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Another thing we talked about is the interpolation modes.

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Interpolation modes can also be very easily changed in the dope sheet and timeline, but we never talked about what they look like in the graph editor.

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Since the graph editor is comprised specifically of interpolated curves, the interpolation mode greatly affects how the interpolated curves look.

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Let's try a few by isolating the Z location curve and selecting all the keyframes by pressing A.

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We can then go into the key menu, go to interpolation mode, and select constant.

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As you can see, the constant interpolation mode removes all curve interpolation and simply repeats the previous keyframe's value until it encounters another keyframe.

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If this looks like a familiar pattern to you, it might be because you saw it in the interpolation mode menu for constant.

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As you can see, each of the interpolation modes has an icon that represents what the curves look like when in that mode.

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Feel free to test out these modes to better understand them.

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Bezier, however, is the default, and we'll be changing ours back to Bezier for now.

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Now that we've gotten basic curve manipulation out of the way, let's talk about more advanced curve manipulation options.

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Specifically, curve modifiers.

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Curve modifiers are similar to mesh modifiers in that they are extremely powerful, non-destructive functions that can help you alter and adjust your curves.

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There are a few curve modifiers, but to demonstrate this, I'm going to show you how to use the noise curve modifier.

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To add curve modifiers, simply open the right-hand side menu in the graph editor.

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You can do this by clicking the arrow icon on the right or pressing the N key.

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From this right-hand side menu, go to the Modifiers tab.

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Make sure you have the curve you want to modify selected.

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We'll go ahead and select our Z-location curve by clicking on the Z-location channel on the left-hand side.

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Then we can go into the Add Modifier drop-down menu and select Noise.

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For hockey users, you can simply hover over the graph editor and press Ctrl-Shift-M and select Noise from that menu.

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Immediately, you can see how the noise modifier affects our curve, as the curve now has a noise pattern added all throughout it.

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If we play our animation back, we can see that a slight shaking effect has now been added on top of our original animation.

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Even if we set new keyframes or move them around, the shaking effect adjusts to the curve dynamically.

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Just like mesh modifiers, we can also adjust the modifier settings to change how the modifier affects our curve.

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Each modifier has different settings to play around with, so feel free to experiment.

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But these two options at the bottom are available for every single curve modifier.

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This is because they affect the on and off state of the modifier.

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If we expand the Restrict Frame Range option, we can see a start and end range that we can set.

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This will allow us to restrict the effect of the modifier to specific frames along our curve.

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Additionally, the In and Out frames will allow us to fade the modifier influence in and out a certain number of frames.

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For example, if I set the Fade In value to 10, the curve modifier will slowly fade in the influence of the effect over the course of 10 frames.

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Furthermore, you can also manually adjust or keyframe the influence slider just below that under Use Influence.

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Collapsing either of these options will also disable them.

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Now, some of you may remember that the icon for modifiers for meshes is a wrench icon in the Properties tab.

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Similarly, in the Graph Editor, wrench icons also represent curve modifiers, but the only time you see this icon is next to the channel names.

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That's because this wrench icon next to the channels in the Graph Editor is for toggling on and off curve modifiers for that specific curve for your convenience.

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Likewise, the checkbox disables the curve's values from affecting the object at all, and the lock icon prevents changes to be made on that curve.

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As a final note, several of the Dope Sheet and Timeline features exist here as well.

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For example, you can still add markers in the Graph Editor and edit them, and you can also set your preview range in the same way.

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I hope this video gives you a fundamental understanding of the Graph Editor in Blender.

