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DaVinci Resolve 20FusionSpline EditorCurves

Fusion Spline Editor: Easing, Speed, Overshoot and Loops

Read curves, shape acceleration, create Loop/PingPong behavior and retime existing motion cleanly.

Beginner6–8 min readUpdated: 2026-08-11

Two animations with identical keyframe values can feel completely different because of curve shape. The Spline Editor is where linear motion becomes designed motion.

Fusion Spline Editor
Judge the curve and the actual motion in the Viewer at the same time.
01

1. Read the curve

The horizontal axis is time and the vertical axis is parameter value. A steep section means rapid change; a flat section means slow change or a hold.

02

2. Linear, Smooth and Step

Linear creates constant interpolation between keys. Smooth uses tangents for acceleration/deceleration. Step does not interpolate intermediate values and is useful for switches or hard state changes.

03

3. Shape easing with tangents

There is no universal “good S-curve.” A light UI element, a heavy logo and a camera move need different acceleration. Adjust tangents and judge the animation, not the curve shape in isolation.

04

4. Overshoot and settle

For a controlled overshoot, let the value pass the target slightly and return. Small amounts—often only a few percent—usually feel more intentional than a large bounce.

05

5. Loop, PingPong and Relative

Repeat behaviors turn a short animation into a cycle. Loop repeats, PingPong reverses direction, and Relative can continue changing across repetitions. Always inspect the seam between the last and first frame.

06

6. TimeStretch and duration changes

When an existing animation is too long or short, retime the block instead of moving dozens of keys manually. After stretching, check the speed through the middle of the motion again.

Key takeaway

The Spline Editor controls motion character and speed. A curve is successful when the animation feels right in the Viewer—not when the graph simply looks elegant.

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