Tweaking the actions in Graph Editor

In the previous recipe, we built Actions by setting position, rotation, and/or scaling keys, which Blender interpolates through F-Curves to create the character's animation. In this recipe, we are going to see the Graph Editor window, a tool to modify these F-Curves to fix errors or fine-tune the movements of the animated character.

Open the Gidiosaurus_walkcycle.blend file.

  1. If it's not already loaded, in the Action Editor window, load the Gidiosaurus_walkcycle action.
  2. Go to the top main window header and click on the two little arrows to the left side of the button labeled as Default. In the pop-up menu, select the Animation item to change the screen layout:
    Getting ready

    The premade Animation screen layout

  3. Press the Ctrl key and left-click on the top right corner of the Dope Sheet window, then drag the mouse towards the Graph Editor window below to switch the two windows.
  4. Go to the 3D viewport and zoom to the character to select the foot_ik.L bone; the F-Curves for the selected bone appear in the Graph Editor window:
    Getting ready

    The F-Curve of the animation keys of the selected bone in the Graph Editor window

  5. Expand the foot_ik.L item in the Graph Editor list-tree by clicking on the little arrow to the side of the item itself, then click on the View item in the toolbar and select the View All item to better visualize the curves inside the Curve Editor area:
    Getting ready

    The list of the available F-Curves for the selected bone and the automatic zoom through the View All item

  6. Hide (by clicking on the eye icon) and/or delete (select using left-click and the X key) the unnecessary curve items such as (at least in this case) X Scale, Y Scale, Z Scale or ikfk_switch (foot_ik.L), and so on. Join the unnecessary windows together and adjust the size of the Edit Area (the part with the keyframes) in the Dope Sheet to make them more easily readable. Optionally, enable the Normalize item in the Graph Editor toolbar to show all the F-Curves in a normalized -1 to 1 range.
  7. Save the file as Gidiosaurus_F-Curves.blend:
    Getting ready

    The Animation screen with a bit of customization

By selecting a curve name item and/or hiding the others in the Graph Editor list-tree, we can concentrate on one curve at a time. For example, what if we want to change the position of the right foot at frame 27 on the global x axis, when it's high off the ground?