# Cel Animation Shape

[Common Attributes](/cavalry/nodes/shapes/common-attributes.md) +

**Time** - by default is connected to the comps Time attribute.

**Onion Skinning** - when enabled the frames before or after the current frame are visible in the viewport (ghosted).

**Pre Steps** - set how many previous frames to preview.

**Pre Tint** - set the color for the **Steps**.

**Frame tools**:

* **Clear Key** - create a blank keyframe or clear the contents of an existing keyframe.
* **Copy to Next** - copy the contents of the current frame, move the timeline forward one frame and paste the contents into it.

{% hint style="info" %}
Example usage:

1. Click the Cel Animation Shape icon in the [Shelf](/cavalry/user-interface/menus/window-menu/shelf.md).
2. Draw in the Viewport with the [Pencil](/cavalry/user-interface/menus/tool-menu/pencil-tool.md) tool (auto selected).
3. Move forward one frame (`cmd/ctrl + right arrow`).
4. Draw again.
5. Repeat steps 3-4!
   {% endhint %}

When you create a new frame in Cel you are literally drawing a new shape every frame, not animating paths. You can copy one frame to another and then move points but each frame is a new 'drawing' and can have completely unique artwork including multiple paths if required.&#x20;

If a frame is left empty it is considered a 'hold frame' and the previous frame containing any shape information will be drawn. If you want actual blank frames then you need to create one. See **Clear Key** above.

{% hint style="info" %}
The rule is...

&#x20;If a frame has a keyframe then draw the contents of that frame,. If not, then draw the contents of the closest previous frame with a keyframe.
{% endhint %}

![Original artwork - https://dribbble.com/shots/6505762-Dust-Smoke](/files/-LimxVHu44wDLSxz1ANJ)


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