What Are Keyframes in Animation? Definition & How They Work

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Published: August 7, 2025 | Last Updated: January 14, 2026

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How Keyframes Work

Here’s a good video from Disney artist and animator John Pomeroy, showing how keyframes and inbetweens are done by hand.

In hand-drawn cel animation, key frames are drawn first. These show the main poses of a character or object. Other animators then add the drawings between the keyframes. This process is called “tweening” and helps the motion look natural.

Keyframes example After Effects
In Adobe After Effects, keyframes control the movement of objects across time. This panel shows position keyframes placed on the left-hand of my character. Each diamond marks a point where the X or Y position changes.

In 2D digital animation, you use programs like Adobe Animate, Adobe After Effects, or Toon Boom. You set keyframes on a timeline and change things like position, size, or color. The software fills in the frames between them. This saves time and keeps the motion smooth.

Keyframed animation curves for a character's lower arm rotation in Unreal Engine Sequencer
Here, I’m controlling the lower arm rotation of a 3D character in Unreal Engine. Each dot in the Sequencer timeline marks a frame where motion is defined, while the curve graph shows how the pitch value changes over time. This allows for smooth, frame-by-frame control of motion.

Likewise, in 3D animation, keyframes work with digital models. Programs like Blender, Unreal Engine, or Maya use them to move, rotate, or scale objects. You place keyframes at different times, and the software creates the animation between those points. This is used in movies, video games, and TV shows.

Why Keyframes Matter

Keyframes let you plan how something moves. You decide what happens at each important moment. Then, you or the software fill in the rest. This gives you control and makes changes easier. If something looks wrong, you can fix just the keyframes instead of redoing the whole thing.

Keyframes example 1 curves
In the Graph Editor, you can adjust how a keyframe behaves between points. This pop-up shows a linear temporal interpolation setting, meaning the motion moves at a constant speed between keyframes. The colored graph lines represent motion paths for position data.

You’ll see key frames in all types of animation. It’s the most basic building block in animating movement. The only thing that changes is how you get from A to B (i.e., by hand or by computer).

Common Keyframe Mistakes (and How to Avoid Them)

Even though keyframes are simple in concept, beginners often run into the same problems. Avoiding these mistakes will immediately improve the quality and readability of your animations.

1. Using Too Many Keyframes

Adding a keyframe for every small movement can make animation stiff and hard to edit.

Why it’s a problem:
Too many keys remove natural motion and make timing adjustments difficult.

Better approach:
Set keyframes only at meaningful changes (poses, direction changes, or timing accents) and let interpolation do the work.

2. Over-Smoothing Curves

Excessive easing or automatic smoothing can make motion feel floaty or unmotivated.

Why it’s a problem:
Real motion often has sharp accents, stops, or changes in direction.

Better approach:
Use easing intentionally. Adjust tangents manually in the graph editor when needed.

3. Broken Arcs

Motion that moves in straight lines when it should follow a curved path feels robotic.

Why it’s a problem:
Most natural movement follows arcs, especially in character animation.

Better approach:
Check motion paths and adjust keyframe positions so objects follow smooth arcs.

4. Inconsistent Spacing

Objects that move unevenly without intent can feel jittery or unnatural.

Why it’s a problem:
Spacing between positions determines speed—not the number of keyframes.

Better approach:
Focus on spacing over time. Fewer keys with well-planned spacing often look better than many keys.

5. Gimbal Lock in 3D Animation

Rotations can suddenly flip or behave unpredictably.

Why it’s a problem:
Euler rotations can cause axes to align and lose rotational freedom.

Better approach:
Use quaternion rotations when available, or animate rotation on separate axes carefully.

A couple of keyframe tricks

Here are a few practical tips and tricks to common questions, I see when working with keyframes in After Effects. This first one is a simple reminder on how to convert a keyframe back to linear in AE:

The other is more niche and explains how to use the RotoScope Tool to create a keyframed mask in Adobe After Effects:

Quick Reference: Keyframes Explained (Bookmark This)

Here’s a quick overview of key terms and definitions you must know when working with keyframes and animation:

Core Definitions

  • Keyframe
    A specific value set at a specific point in time that defines an important moment in an animation.
  • In-between (Inbetween)
    The frames or values that occur between keyframes, either drawn by hand or calculated by software.
  • Timing
    When keyframes happen in time. Timing controls when motion occurs.
  • Spacing
    The distance an object travels between frames. Spacing controls how fast motion appears.
  • Interpolation (Tweening)
    The process software uses to calculate values between keyframes (linear, eased, stepped, etc.).

Mini Glossary

  • Pose-to-Pose Animation – A workflow where major poses are set first using keyframes.
  • Breakdown Frame – A keyframe that defines how motion moves between two main poses.
  • Graph Editor / F-Curves – A visual tool for adjusting timing, spacing, and easing.
  • Stepped Interpolation – Motion jumps directly from one keyframe to the next with no in-betweens.

Summing Up

Keyframes are the most critical frames in animation that show where a movement begins or ends. They help control timing and motion across all types of animation. Once you understand keyframes, you can start building scenes that move the way you want them to.

Read Next: Want to explore the full range of animation styles and techniques?


Start with our Complete Guide to Animation Styles and Techniques — from traditional hand-drawn to motion capture and CGI workflows.


Or browse all animation articles for practical tutorials, creative tools, and deep dives into both 2D and 3D processes.

Foundational Sources & Further Reading (Why This Definition Is Trusted)

The concept of keyframes is not software-specific—it comes from traditional animation principles that predate digital tools. The modern definition and workflow used in programs like After Effects, Blender, Maya, and Unreal Engine are grounded in decades of animation theory and practice.

Several widely respected sources define and explain keyframes in a consistent way:

  • The Animator’s Survival Kit (Richard Williams)
    A foundational animation text used in studios worldwide. It explains key poses, breakdowns, timing, spacing, and how in-betweens create motion between keyframes.
  • Disney Animation: The Illusion of Life (Frank Thomas & Ollie Johnston)
    Introduces the classical animation workflow where key drawings define major motion beats and in-betweens complete the action.
  • Unreal Engine Documentation (Animation Keyframes, Sequencer, and Curves)
    Epic’s official Unreal Engine docs explain keyframes as timed values you set on tracks in Sequencer (or on animation assets), then refine with interpolation and curve editing. It covers how keys drive transforms and properties over time, how tangents/easing change motion, and how curves help you polish timing and spacing the same way you would in a traditional graph editor.
  • Adobe After Effects Documentation
    Adobe’s official docs define keyframes as property values stored at specific points in time and explain interpolation, easing, and graph editors. Here’s their tutorial on keyframe animation.
  • Blender Manual
    Blender’s documentation clearly outlines keyframes, F-curves, interpolation modes, and animation workflows used across 3D production.

These sources all support the same core idea:
Keyframes define important moments in time, and the animation system calculates the motion between them.

By Jan Sørup

Jan Sørup is an indie filmmaker, videographer, and photographer from Denmark. He owns FilmDaft.com and the Danish company Apertura, which produces video content for big companies in Denmark and Scandinavia. Jan has a background in music, has drawn webcomics, and is a former lecturer at the University of Copenhagen.