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Right-click on a channel name to display the context menu with additional options. These can be applied on a single channel or for multiple selected channels.

Always Update
This option is off by default though may be enabled to force a channel to update every frame regardless of track or parent states. This can be helpful when linking channels to ensure that the source channel provides data at all times. Or it may be used to simply keep an animation running.

Always Show Values
Enable this option for channels whose keyframes you wish to always see values for. This can be helpful when animating strings, objects, or other values that you wish to view. When enabled, keyframe value labels are shown with or without 'Show Keyframe Values' enabled in the view.'

Remove Channel (Name)
This menu option always pertains to the channel named, which is the one clicked when invoking the menu. Selecting this menu command deletes the channel and also removes the behavior if it is the only channel for that behavior.
Remove Selected Channels
Deletes all of the selected channels and removes any behaviors no longer in use.
When the object panel has focus, use the keyboard shortcut Delete (or Backspace) to delete the selected channels. This deletes the game object only if the object was the last item selected. See the preferences to customize the delete action.
Clear Keys in Selected Channels
Deletes all keyframes in the selected channels. This can be helpful to clear an animation and start over while otherwise keeping the channels.
Separate Into Multiple Channels
This option is available only for multi-numeric keyframe channels, such as vector or color types using Combined mode. Selecting this command creates new separate channels for each attribute (X, Y, Z, or color R, G, B, A). Keyframes from the original combined channel are copied over, however some interpolations may need adjustment.
Reset Channel Names
Use this to reset the selected channels to their original generated names, based on property assignments or according to the type of behavior that manages them. This can also be helpful when old names entered no longer match the assigned properties.
Set Channel Height
Select this submenu for additional options for working with channel heights. This presents a list of presets defined in the preferences.

Channel Height Reset
Restores the selected channel(s) height to the Default Channel Height set in the preferences.
Channel Height Lock
Use this setting to lock channels so that their heights cannot be changed, until unlocked. This helps to prevent unwanted changes. When a channel's height is locked

Use the keyboard shortcut Control + ] Right Bracket to toggle the selected channel(s) height lock.
Channel Height Increase / Decrease
These menu commands increment (or decrement) the selected channel(s) heights. This steps through the list ofChannel Height Presets defined in the preferences.
Use the keyboard shortcuts [ Left Bracket and ] Right Bracket to increase or decrease the selected channel(s) height.
Channel height and lock can also be set in the Inspector by twirling open the details for the channel.

Bake Keyframes
This feature was previously named "Convert to Keyframes". Updated in v1.0.2
Use this command to bake the current channel values to keyframes on a new channel. This generates data for every frame based on the current FPS and can be useful to capture animation data from procedural behaviors and linked channels or to resample animations.

Freeze Time Offset
This option is available for channels that have a Time Offset to apply the offset to all keyframes in the channel, then resetting the Time Offset to 0. This effectively applies the offset permanently. (Added v1.0.2)
This feature is only available for channels and applies to keyframes. Object tracks and their time offsets are not affected.
Expand Looped Keyframes
This option is only available for standard keyframe channels which have looping enabled. When this command is selected, the keyframes in the looped region are replicated, essentially converting the entire loop to editable keyframes. (Added in Timeflow v1.0.2)


Once the operation has been applied, looping on the channel is turned off since it is now represented by the new keyframes. The original keyframes inside the loop remain unmodified, however any keyframes outside of the original loop region are removed. You may undo if needed.
To avoid coincidental keyframe times, which can often occur with the starting and ending of the loop, keyframe times are shifted plus or minus 1 frame so that keyframes are not overwritten and the overall curve shape is preserved.
Use caution when expanding looped keyframes. If a large number of keyframes are generated, it may affect editor performance or crash in extreme cases. Use the Work Area to constrain the loop to a specific section of time and avoid repeating densly packed keyframes.
Linked To
Display current assignment and options for Channel Links. If no links are in use, then these menus are greyed out.

Enabled
This acts as a toggle to enable/disable the channel link. This only affects the link and not the channel itself.
Remove
Fully removes the channel link.
Show And Select Channels
This is a useful command to reveal linked channels. It add objects to the current display list if needed so that all linked channels can be viewed together.
Please see Channel Link for further documentation on link settings.
Insert Data Channel
This command, only available in the Linked To submenu, inserts a new data channel between the currently linked channels to facilitate adding more computation to a channel link. The new data channel is set to the same type as the destination channel and then may be further customized.
Linked From
Displays how many channels are referencing this one.

Remove All
This command unlinks all channels that have been linked to the selected channel.
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