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Animating Objects

One of the most common animation in Blender is the object’s one: it’s straightforward (i.e. it’s easy to see and understand the results of your animation editions), and of course very often needed!

Direct animation types for animating whole objects are:

Indirect animating whole objects are providing with:

Animating basic object transforms

Basic animable transform properties of any object in Blender.

There are eighteen object ransforms with 3D-View or the Transform section in Object context Properties window and in Properties panel (N):

  • nine for the “absolute” properties:
    • Location X, Location Y and Location Z;
    • Rotation X, Rotation Y and Rotation Z;
    • Scale X, Scale Y and Scale Z; and
  • nine “relative” to the current properties:
    • Delta Location X, Delta Location Y and Delta Location Z;
    • Delta Rotation X, Delta Rotation Y and Delta Rotation Z;
    • Delta Scale X, Delta Scale Y and Delta Scale Z.

Firsts of them allows to animate “absolute” positioning/rotating/scaling of your object by replacing their values in time and they are using most frequently.

Seconds of them are animating by adding some values to the current transform properties values, rather than replacing them.

Common algorithm animating

  1. Go to a need frame on Timeline, where you want to insert keys.
  2. Grab/rotate/scale your object to your liking at the current frame.
  3. Hit I or select Insert Keyframe... item in submenu Animation of 3D-header Object menu in Object mode and insert keys for the properties you want to animate (either location, rotation, scale, or any combinations of the three). Note that once you have added the needed F-curves, you can also use the Available option to add new keys to, and only to, all existing F-curves.
  4. Go to the next need frame, where you want to insert keys.
  5. Repeat the inserting keys, as above!
Common basic cube animation on frames 1, 50, 100.

Animating other object properties

The majority of objects properties in Blender are animable.

If an object property is animable, then it can be animate, in other words — with RMB Template-RMB.png click on its fields in any Blender interface there will be:

RMB Template-RMB.png-click menu with available animating.
  • in the appeared context menu items Insert Keyframe (optional Insert Single Keyframe, Insert Driver and kindreds with it);
  • with next selection one of this command the property field is colored;
  • its F-curve become available in Graph Editor and its channel — available in Dopesheet Editor.

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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
-Property Sensor
-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
-Action Actuator
-Camera Actuator
-Constraint Actuator
-Edit Object Actuator
-Game Actuator
-Message Actuator
-Motion Actuator
-Parent Actuator
-Property Actuator
-Random Actuator
-Scene Actuator
-Sound Actuator
-State Actuator
-Steering Actuator
-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