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Once you have created keyframes for something, you can edit their corresponding curves. In Blender 2.5, IPO Curves have been replaced by F-Curves, however, editing these curves is essentially still the same.

The concept of Interpolation

When something is "animated," it changes over time. In Blender, animating an object means changing one of its properties, such as its X location, or the Red channel value of its material diffuse color, and so on, during a certain amount of time.

As mentioned, Blender's fundamental unit of time is the "frame", which usually lasts just a fraction of a second, depending on the frame rate of the scene.

As animation is composed of incremental changes spanning multiple frames, usually these properties ARE NOT manually modified frame by frame, because:

  • it would take ages!
  • it would be very difficult to get smooth variations of the property (unless you compute mathematical functions and type a precise value for each frame, which would be crazy).

This is why nearly all direct animation is done using interpolation.

The idea is simple: you define a few Key Frames, which are multiple frames apart. Between these keyframes, the properties' values are computed (interpolated) by Blender and filled in. Thus, the animators' workload is significantly reduced.

Example of interpolation

For example, if you have:

  • a control point of value 0 at frame 0,
  • another one of value 10 at frame 25,
  • linear interpolation,

then, at frame 5 we get a value of 2.

The same goes for all intermediate frames: with just two points, you get a smooth growth from 0 to 10 along the 25 frames. Obviously, if you’d like the frame 15 to have a value of 9, you’d have to add another control point (or keyframe)…


F-curves have three additional properties, which control the interpolation between points, extension behavior, and the type of handles.

Interpolation Mode

You have three choices (T, or Key » Interpolation Mode):

There is no interpolation at all. The curve holds the value of its last keyframe, giving a discrete (stairway) “curve”. Usually only used during the initial "blocking" stage in pose-to-pose animation workflows.

This simple interpolation creates a straight segment between each neighbor keyframes, giving a broken line. It can be useful when using only two keyframes and the Extrapolation extend mode, to easily get an infinite straight line (i.e. a linear curve).

The more powerful and useful interpolation, and the default one. It gives nicely smoothed curves, i.e. smooth animations!

Remember that some Fcurves can only take discrete values, in which case they are always shown as if constant interpolated, whatever option you chose.

Additional interpolation modes

Available Interpolation Modes

Also now there are availabled additional interpolation modes:

Easing (by strenght)
The different methods of easing intrpolations for F-Curve segment.
Sinusoidal easing (weakest, almost linear but with a slight curvature).
Quadratic easing.
Cubic easing.
Quartic easing.
Quintic easing.
Exponential easing (dramatic)
Circular easing (strongest and most dynamic)

Dynamic Effects
Some dynamic interpolations between two keyframes on F-Curve.
Cubic easing with overshoot and settle.
Exponentially decaying parabolic bounce, like when objects collide.
Exponentially decaying sine wave, like an elastic band.
The way in which ends of the segment between this and the next keyframe easing interpolation is applied to
Automatic Easing
Easing type is chosen automatically based on what the type of interpolation used (e.g. ‘Ease In’ for transitional types, and ‘Ease Out’ for dynamic effects).
Ease In
Only on the end closest to the next keyframe.
Ease Out
Only on the end closest to the first keyframe.
Ease In and Out
Segment between both keyframes.


(⇧ ShiftE, or Channel » Extrapolation Mode)

Extrapolation defines the behavior of a curve before the first and after the last keyframes.

There are two basic extrapolation modes:

The default one, curves before their first keyframe and after their last one have a constant value (the one of these first and last keyframes).
Constant extrapolation

Curves ends are straight lines (linear), as defined by their first two keyframes (respectively their last two keyframes).
Linear extrapolation

Additional extrapolation tools (e.g. the "Cycles" F-Modifier) are located in the F-Curve Modifiers

Handle Types

There is another curve option quite useful for Bézier-interpolated curves. You can set the type of handle to use for the curve points V

Keyframes are automatically interpolated
Auto handles

Creates linear interpolation between keyframes. The linear segments remain if keyframe centers are moved. If handles are moved, the handle becomes Free.
Vector handles

Handle maintain rotation when moved, and curve tangent is maintained
Aligned handles

Breaks handles tangents
Free handles

Auto Clamped
Auto handles clamped to not overshoot
Auto clamped handles

Direction of time

Although F-curves are very similar to Bézier curves, there are some important differences.

For obvious reasons, a property represented by a Curve cannot have more than one value at a given time, hence:

  • when you move a control point ahead of a control point that was previously ahead of the point that you are moving, the two control points switch their order in the edited curve, to avoid that the curve goes back in time
  • for the above reason, it's impossible to have a closed Ipo curve
Two control points switching: the curve can't go back in time!
Before moving the second keyframe
After moving the second keyframe

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For the current 2.7x manual see

User Manual

World and Ambient Effects


World Background

Ambient Effects

Stars (2.69)

Game Engine


Introduction to the Game Engine
Game Logic Screen Layout


Logic Properties and States
The Logic Editor


Introduction to Sensors
Sensor Editing
Common Options
-Actuator Sensor
-Always Sensor
-Collision Sensor
-Delay Sensor
-Joystick Sensor
-Keyboard Sensor
-Message Sensor
-Mouse Sensor
-Near Sensor
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-Radar Sensor
-Random Sensor
-Ray Sensor
-Touch Sensor


Controller Editing
-AND Controller
-OR Controller
-NAND Controller
-NOR Controller
-XOR Controller
-XNOR Controller
-Expression Controller
-Python Controller


Actuator Editing
Common Options
-2D Filters Actuator
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-Constraint Actuator
-Edit Object Actuator
-Game Actuator
-Message Actuator
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-Random Actuator
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-Sound Actuator
-State Actuator
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-Visibility Actuator

Game Properties

Property Editing

Game States



Camera Editing
Stereo Camera
Dome Camera




Material Physics
No Collision Object
Static Object
Dynamic Object
Rigid Body Object
Soft Body Object
Vehicle Controller
Sensor Object
Occluder Object

Path Finding

Navigation Mesh Modifier

Game Performance

Framerate and Profile
Level of Detail

Python API

Bullet physics


Standalone Player
Licensing of Blender Game

Android Support

Android Game development