The Timeline animates exposed visu controls. It lets you turn editable values into repeatable motion without asking AI to rewrite the visual for every change.
Add a control to the Timeline#
Choose a control, add it as a track, move the playhead, set a value, and create a keyframe. Add another keyframe at a different time with a different value. The Timeline interpolates the change between them when the control type supports it.
Animate only the parameters that need authored timing. A few coordinated tracks are easier to read and refine than a Timeline containing every control.
Shape the motion#
Move keyframes to change timing, edit their values, and choose easing for the transition between them. Use clips to keep related animation together and to place or repeat a motion within the loop.
Set the total duration and test the seam between the end and beginning. A successful loop returns both the visual state and the animated control values to a compatible point.
Combine Timeline and live input#
Avoid driving the same control from the Timeline and a MIDI, gamepad, or remote mapping at the same time unless the interaction is deliberate. Competing sources can make the value jump or appear unresponsive.
A practical live setup uses the Timeline for stable background motion and external controls for a smaller set of expressive decisions. Save a version before recording or rebuilding the animation.