Migration: Keyframes to Animation Blocks
This article explains when and how to convert keyframes into blocks in the updated Animation Timeline.
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This article explains when and how to convert keyframes into blocks in the updated Animation Timeline.
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If you're working with older creatives that use keyframe-based animation, hereβs what you need to know:
β All keyframe animations will still work as before. If you donβt need to make any changes, you can keep using them without converting.
You can continue to select, edit values, or move individual keyframes as needed.
β If you plan to add new animations, we recommend converting your keyframes to blocks for full compatibility with the new system.
All newly created animations will be automatically added as blocks.
β οΈ In cases where conversion is required, a pop-up will notify you and guide you through the process (shown below):
You can manually select:
Keyframes for a specific property (e.g., position, opacity),
All keyframes for a particular element,
Or all keyframes in the animation.
Then:
Click the βConvert to Blocksβ button in the Animation Timeline (AT) top bar.
Once converted, the keyframes will appear as animation blocks in the timeline.
Important: Always play your animation after conversion. If the result isnβt as expected, you can undo the conversion. We've implemented comprehensive conversion rules to preserve the animation as closely as possible, but minor discrepancies may occasionally occur.
Each keyframe will be treated as either the start or end of a block.
Whenever thereβs a transition between two values, a block will be created to represent that change.
All easing functions applied to keyframes will be preserved and applied to the corresponding blocks.
Keyframes with no value change (i.e., value = original value) will be discarded during conversion, as they do not contribute to the animation.
Keyframe-to-block conversions are applied only to the currently selected size of your creative. If you have animations in other sizes:
Existing keyframe animations will continue to work as expected in all sizes.
You donβt need to convert keyframes in every size unless you plan to modify the animation in those sizes.
If you want to edit animations in a different size, you'll need to select that size and convert the keyframes there.
Reuse existing keyframes
No conversion required
Edit or move keyframes
Fully supported
Add new animations
Will use the new block-based system
Manual conversion
Available for specific properties, elements, or the whole animation
Automatic conversion (forced)
Only occurs when required β youβll be prompted via pop-up
Post-conversion validation
Always play and use Undo if needed
Animation in multiple sizes
Conversions are per size β only convert if you plan to edit animation in that size