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Flipbook Animations in the Graph Editor

This guide explains how to expose flipbook (expression) parameters in Blender's Graph Editor so you can keyframe and animate them for custom animations — useful for animations that don't have facial expressions set up to begin with.

Steps

1. Add keyframes for the expression parameters

Make sure you are on frame 0, go to the Object Properties tab, and have your skeleton selected.

Hover over the Eyes and Mouth parameters and press I on each to add a keyframe for both.

Adding keyframes to Eyes and Mouth parameters

2. Open the Graph Editor

Switch to the Graph Editor. You should now see the two parameters listed.

Eyes and Mouth parameters visible in the Graph Editor

3. Group the channels

Select both channels, then right-click and choose to group them.

Right-clicking to group the channels

4. Name the group

Name the group Texture Animations.

Naming the group Texture Animations

5. Set interpolation to Constant

The interpolation will be wrong by default — flipbooks switch frames instantly, not gradually. Press A to select all keyframes, then press T and select Constant.

Selecting all keyframes Pressing T to open interpolation menu Constant interpolation selected