From the course: 3ds Max 2026 Essential Training

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Editing keyframes in the Dope Sheet

Editing keyframes in the Dope Sheet - 3ds Max Tutorial

From the course: 3ds Max 2026 Essential Training

Editing keyframes in the Dope Sheet

- [Instructor] In the last movie, we got an introduction to the Dope Sheet. We saw that the so-called fake keys are a way to select real keyframes hierarchically. Now, let's look at editing keyframes in a little bit more depth. I've got the Dope Sheet open with the animated camera selected. If I click on the fake key on the PhysCamera001 track at frame 0, then all of the keys at frame 0 for that object are selected. I can just click and drag that fake key and send it to a different time, let's say frame 20, and now my animation starts later. If I rewind and play back, the movement doesn't start until frame 20. Okay, I'll rewind and undo that movement with Control + Z. We can select specific categories of keys hierarchically. For example, I can click to deselect everything and then click on the fake position key on frame 0, and all of the position x, y, and z keys have lit up, but the rotation keys have not. They're still displayed in green. They're not selected. To see this a little…

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