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How do you add a keyframe in edit mode in Blender?

Published in Blender Animation 3 mins read

In Blender, you can add keyframes in Edit Mode, but it's important to understand what you're keyframing, as Edit Mode primarily deals with mesh data. You're essentially keyframing the mesh's vertex positions, which can then be used for shape keys.

Here's how you do it:

  1. Select the vertices you want to affect.
  2. Enter Edit Mode for the object you wish to animate. (Press Tab key.)
  3. Create a Shape Key: Ensure you have a basis shape key. This represents the "original" state of the mesh. Create a new shape key by pressing the "+" button in the Shape Keys panel (located in the Object Data properties tab, which looks like a green triangle).
  4. Make changes to the mesh in Edit Mode. Move, rotate, or scale the selected vertices to the desired position for the keyframe.
  5. Insert the keyframe for the Shape Key's value: In the Shape Keys panel, you'll see a value slider for the shape key you just created (other than the Basis key). Hover your mouse over the shape key's value slider, and press the "I" key. This will insert a keyframe for the value of that shape key at the current frame.
  6. Move to a different frame on the timeline.
  7. Adjust the shape key's value: Change the value of the shape key's slider to a different value (between 0 and 1, or even beyond for exaggerated effects), representing a different deformation of the mesh.
  8. Insert another keyframe for the shape key value (hover and press "I").

Now, when you play the animation, the mesh will morph between the different shapes defined by the shape keys and their associated keyframes.

Key Considerations:

  • Shape Keys: Keyframing in Edit Mode is primarily achieved through shape keys. Shape keys allow you to define different forms of the mesh, and then animate the transition between those forms.
  • Object Data Properties Tab: This is where you'll find the Shape Keys panel. The icon looks like a green triangle.
  • Keyframing the Value: You're not directly keyframing vertex positions. You are keyframing the influence of each shape key. The value determines how much the shape key's deformation affects the mesh.
  • "I" key: The 'I' key is used to insert a keyframe for the shape key's value.
  • Basis Shape Key: Always ensure you have a basis shape key as your starting point, representing the original mesh.

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