Now let’s animate this ball as it bounces up and down. Switch to Timeline mode, add 6 frames, and expand the little arrow next to Layer 1. Make sure the key next to the Transform channel is enabled (blue) and use the Transform tool (T) to move the ball downward in frame 4 and back to its original position in frame 7. The ball now has three positions over seven frames, and the exported animation looks like this: Our first attempt at a looping animation. See the problem? Even though the ball returns to its initial position, it hangs in the air for one frame, motionless. We could fix this by removing the last frame (7) from the animation and manually positioning the ball in the new last frame (6), but we probably wouldn’t be able to get it quite right. (Unless we added a keyframe to the Transform track in frame 6 BEFORE we delete frame 7, but there’s a better way.) Go ahead and delete frame 7. Now, click on the little gear icon at the lower right part of the Timeline to open Animation Settings. You’ll notice a new frame is now shown at the end of the timeline, but you can’t edit it. That’s because it’s essentially an alias or reference to frame 1. It’s there to show you that animated properties (such as layer transform) will use the values from frame 1 as a keyframe that lives just past the end of the animation. If you export now, you’ll see that your animation now has just 6 frames and loops smoothly: No duplicate frames this time.
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