# Animation Timeline: Animation types

> Form-driven motion, and when it stops regenerating.

Glider documentation · Animation · Web page: https://cgglider.com/docs/timeline/types/

Sections of this page: [Anatomy](https://cgglider.com/docs/timeline.md) · [Workflows & clips](https://cgglider.com/docs/timeline/workflows.md) · [Targets](https://cgglider.com/docs/timeline/targets.md) · [Moving & resizing](https://cgglider.com/docs/timeline/timing.md) · [Channels & keyframes](https://cgglider.com/docs/timeline/channels.md) · [Animation types](https://cgglider.com/docs/timeline/types.md) · [Easing](https://cgglider.com/docs/timeline/easing.md)

Rather than keyframing by hand, choose an animation type and fill in a short form. The type generates the channel lanes.

| Type | Does |
| --- | --- |
| Cut | Appear or disappear with no transition. |
| Fade | Opacity. |
| Fly / Slide | Move in or out from an edge, optionally fully off screen. |
| Zoom / Grow | Scale in or out. |
| Wipe | Reveal with a clip inset. |
| Blur | Defocus in or out. |
| Spin | Rotate. |
| Pulse | A repeating accent. |
| Custom | No form — channels authored by hand. |

Types combine: a clip holds a list of specs, and the resolved lanes are regenerated from them. Form fields flip sense for an out clip — the direction list and the “End fully off screen” label change accordingly.

> **Hand-editing is one-way:** Once you edit a channel by hand the clip stops regenerating from its specs, so later changes to the form no longer take effect. That is deliberate — regenerating would throw away your edit.
