GRAPH EDITOR FUNDAMENTALS
Maya: Animation Basics
Overview
The Graph Editor in Maya is the animator’s tool of choice for animating big-budget movies and games. Its accuracy and broad range of features make it a vital resource for animators in the industry.
Despite its significance, some artists may find the editor daunting and, therefore, tend to overlook it.
This page will help you breakdown each of the various components of Maya’s graph editor illustrating how it functions using simple examples.
Scroll down for one hour of free video tutorials covering Maya’s Graph Editor in detail.
Jurassic Park: A Quick History Lesson
The film Jurassic Park was the pioneer in showcasing the potential of 3D animation in visual effect as compared to other techniques such as stop motion.
Steven Spielberg remarked that stop-motion animation appeared “jerky” during that era.
“The Making of Jurassic Park” documentary (below) recorded the moment the transition occurred from stop motion to CG animation, highlighting how the latter emerged victorious in the FX film battle, dominating movies and TV.
It was the ability of 3D animation to accurately track motion over time and smooth out the kinks that gave CG an edge over more traditional mediums.
About This Page
This page explains the fundamental aspects of Maya’s Graph Editor, using easy-to-understand cube examples.
But don’t be alarmed, as complexity emerges from these simple concepts. In the upcoming pages, we will illustrate how to utilize these concepts in more complicated situations.
Initially, the editor may appear perplexing or unimportant, but persist with it, and eventually, it will become a tool for liberation!
Hotkeys and C3dC Prefs
This page is taught from the Preferences/Tools/Hotkeys that are designed for animators to speed up workflow. All default hotkeys are the notes as well, along with menu items. The hotkeys can be downloaded with Site Subscription on this site.
Site Subscription
If you’re not already on the C3dC Site Subscription you can subscribe here.
Topics Covered
The main topics on this page are as follows…
Basic navigation
Moving Keys
Adding And Removing Keys
Scaling Key Methods
Copying And Pasting Keys
The Shelf Icons
All tangent Types Explained
Weighted Vs. Non-Weighted Curves
Breaking And Freeing Tangent Weights
Curve Management Display and Pinning
Cycling Curves
Snapping
Euler Filter For Gimbal Issues
Baking Keys On Every Frame For Export
Handy Hotkeys
Managing Animation Expectations
A lot of new animators are left feeling frustrated with their initial attempts at animation, particularly if they have already honed other skills.
It’s unreasonable to dismiss yourself as a terrible animator when you’ve barely started animating! Learning animation takes years of practice. Although it is a relatively simple skill to learn, achieving mastery requires significant effort and dedication.
We recommend taking these classes before reviewing this page:
2017/2018 Note
This page was recorded using Maya 2016. If you’re using newer versions of Maya you’ll notice changes to the Graph Editor icons and background. Thankfully, these are mostly superficial changes, and the core functionality remains the same.
Contents (55 mins)
1.1 – Introduction
1.2 – Opening The Editor
1.3 – Graph Importance Explained
1.4 – Navigation
2.1 – Moving Keys
2.2 – Moving Numerically
2.3 – Create And Delete
3.1 – Scale Keys
3.2 – Other Scale Types
3.3 – Numerical Retime
3.4 – Multi Scale Script
4.1 – Copy And Pasting
5.1 – First Shelf Icons
5.2 – Key Values
6.1 – Tangents Intro
6.2 – Spline Tangents
6.3 – Linear And Stepped
6.4 – Auto Tangents
6.5 – Clamped Tangents
6.6 – Plateau Tangents
6.7 – Fixed And Default Tangents
7.1 – Break and Free Tangents
8.1 – Autoload Graph
8.2 – Pin Animation Curves
9.1 – Snapshot Curves
9.2 – Normalizing Stacking Curves
10.1 – Cycling Curves
11.1 – Snap Icons
11.2 – Move Lock
12.1 – Euler Filter
12.2 – Baking Keys
13.1 – Hotkeys Hold Snap
13.2 – Zoo Tangent Works
Instructor
Andrew Silke
Software
Maya
Date
March 2017
Last Updated
August 2026

1. INTRODUCTION (6:42 MINS)
Here are the first videos to get you started in the Graph Editor. To open the Graph Editor use the icons in the left toolbar (not in 2017/18). You can also use the spacebar hotbox by going to the top quadrant then left, or you can open a floating window under…
graphEditor
graphEditor
To navigate, use the same alt mouse combinations as you use in the regular viewport. Zooming on one axis is done with the following combination…
Zoom One Axis = Alt + Shift (hold) Right Click (directional drag)
More detail in the videos below…

2. MOVING CREATING AND DELETING KEYS (5:35 MINS)
Moving, creating and deleting keys is easy.
To move keys…
– Enter translate select keys or curves and middle click drag.
To create keys…
– Common shortcuts Set Key (Also Channel Box), Set Key All, Set Key Translate etc.
– insertKey icon then select a curve and middle click drag can also insertKey: Insert Key
– Graph Editor > Keys > Add Key Tool (middle click)
To delete keys
– select a key or curve and hit delete

3. SCALING KEYS IN THE GRAPH EDITOR (6:03 MINS)
There are many ways to scale keys. You can use scaling to re-time your animation.
1. Enter scale select keys and middle click drag, hold shift to constrain to one axis.
2. Lattice Deform Keys (Shelf Icon)
3. Region Tool (Shelf Icon)
4. Retime Tool (shelf Icon)
5. Numeric Scale: Graph Editor > Edit > Scale (options)
6. Numeric Retime: C3dC Shelf > Keys (right click) > Retime With Percentage or FPS
7. Multi Key Scaler: C3dC Shelf > Keys (right click) > Scale Keys Center Window
See the videos for detailed information on each method.

4. COPYING AND PASTING KEYFRAMES (2:51 MINS)
To copy and paste keys use ctl c and ctl v.
copyKey
pasteKey
If you’re on OSX, you can also use command c and command v.
Find these tools in the menu…
Graph Editor > Edit > Copy
Graph Editor > Edit > Paste (options)
In the paste options, you can change between “insert” and “merge” modes. You can paste in multiples, and there are other options too.
See the following video for more detailed information.

5. THE TOOLBAR ICONS: THE FIRST TOOLBAR ICONS (2:39 MINS)
This section demonstrates the first icons in the Graph Editor’s shelf.
You’ll see insertKey again, and various move/scale tools, lattice, region and re-time.
Learn how to use the value boxes for moving keys numerically. We also cover the different “framing” modes too.

6. TANGENT TYPES (9:56 MINS)
In this section, you can learn about Maya’s tangent types. These are all easy to learn, and they all have slightly different uses. Tangents affect the behavior of curves between keys so change the motion over many keyframes. The main tangent modes are…
– Auto
– Spline
– Linear
– Stepped
“Plateau” and “Clamped” are variations of “Auto” tangents. And then there are some hidden tangent types “Fixed” and “Stepped Next” under…
Graph Editor > Tangents
You can also set the default tangent types in the Preferences Window…
Preferences Window > Settings > Animation > Tangents

7. BREAK AND FREE TANGENT WEIGHTS (3:32 MINS)
You can obtain full control over your curves by breaking and freeing tangent weights.
To break a tangent, select a key and click the break tangents icon. Now you can tweak each side individually. To return to other tangent modes click on the regular tangent shelf icons.
Freeing tangent weights give you the ability to make your tangents longer or shorter.
You can only free tangents when you set the curve type to ‘Weighted’ mode. So switch to that curve type first…
Weighted Tangents: weightedTangents
Then select the keys you want to free and click the “free tangent weight” icon.
The default ‘Non-Weighted’ curve type is best in most situations, but fussy animators can change Maya to default to the “Weighted” type with…
Preferences Window: preferences

8. PINNING ANIMATION CURVES (2:43 MINS)
In this section learn about pinning animation curves in Maya; this will keep your animation curves visible even after you’ve deselected an object. Click the pin icons to pin the curves, they will remain visible even after you’ve deselected an object.
The autoload icon stops Maya from auto switching the display to the currently selected object.

9. CURVE MANAGEMENT AND DISPLAY MODES (3:59 MINS)
Snapshot curves are useful for comparing animation. In this section, you’ll see how to use buffer curves to create these snapshots. They’re a little like a bookmark that we can return to at any time.
You can also display the curves in a variety of ways such as normalizing from -1 to 1 which allows you see all the curves at once in the same vertical scale.

10. CYCLING ANIMATION IN THE GRAPH EDITOR (2:24 MINS)
Cycling curves will help you to repeat animations such as run cycles. Press the shelf icons to cycle your animation. To disable the cycles and for other cycle types, use the menus…
Graph Editor Menu > Curves > Pre (and Post Infinity To) > Constant
Infinity curves will show you how the cycle is behaving. You can find the infinity curve display under
Graph Editor Menu > View > Infinity
For advanced cycling, there are a few cycle types to understand. Other cycle types include “Linear,” curves continue straight from their current path, and “Oscillate” where the animation will loop backwards and forwards. “Constant” is the default curve setting and keeps the object still after the last keyframe.

11. SNAP IN THE GRAPH EDITOR (2:44 MINS)
Learn to use snapping in the graph editor in this section. Time-snap is usually “On” by default in the shelf. The value-snap value defaults to “Off”. Keys usually should be on exact frame numbers, as you will only ever see the whole frames in your animation. Snapping to time will also allow you to update the keyframes easily. Time snap can become more difficult while scaling as you’ll often want to keep animation with same relative spacing. But after scaling, you can snap to the closest frame with the global setting…
Graph Editor Menu > Edit > Snap
It’s rare to need to value snap for attributes (the up and down axis), but the option’s also there if you need it.

12. EULER FILTER AND BAKING (2:51 MINS)
Learn about a couple of handy graph editor features in this section. You can find those in the menus…
1. Euler Filter
2. Baking (Plotting) Keys
The Euler Filter will help you get out of unwanted flipping issues regarding Euler and gimbal problems. While the Euler filter isn’t a global gimbal fix, it can solve many flipping issues in regards to gimbal. The Euler filter will try to find the shortest path between keys and resolve some problems. The Baking feature will bake keys to every frame which is great for exporting to other programs like a game engine. Or it can also be handy in many advanced animation workflows too.

13. EXTRA HOTKEYS: MAKE HOLD, MOVE SNAP AND ZOO TANGENT WORKS (3:22 MINS)
In this section see three hotkeys that will help you to speed your workflow.
1. Make Hold
2. Move Snap
3. Zoo tangent Works
The make hold hotkey (alt a) (also covered in the ‘Selection Set and Pose Workflow Page’) allows you to change two keys instantly for pose-to-pose animation. These keys make the area between keys flat or static.
The move snap hotkey (ctl alt a) will move the selected keys so that the first frame of the selection moves to the current time. This hotkey is super handy and a little addictive once you get used to it.
Zoo Tangent Works has a lot of features regarding animation and function curves. It can change tangent types without being in the Graph Editor with extra functionality. It also has a lot of other features like tighten tangents and graph filters, setting default tangent types and more.

