Step 1: Open the SVG and open the timeline
Open or paste the SVG into SVGSketch. At the bottom of the editor, click the Animations tab - this is the timeline where every animated property lives. Each shape can have multiple tracks, and each track can hold any number of keyframes.
Step 2: Pick a shape and add an animation track
Select a shape on canvas. In the Tracks sidebar, click "+ Add" next to the shape name and choose what to animate: position (X and Y), rotation, opacity, fill color, stroke color, stroke width, dash offset, Path Morph for shape morphing, or Move Along Path for motion paths. A group offers its own shorter list instead - Opacity, Translate X, Translate Y, Rotation, Scale, Display and Visibility - because those are the transforms a group owns rather than its children.
A track is essentially the SVG element you would author by hand - <animate>, <animateTransform>, or <animateMotion> - but you set the values visually and the SMIL markup is generated for you. Every new track starts with two keyframes (at 0s and 2s) holding the shape's current value.
Step 3: Set keyframes and tune timing
Move the playhead and press K (Add Keyframe at Playhead) to capture the shape's current value, or double-click a track lane to insert a keyframe at that time. Select any keyframe to edit its value and easing in the Properties sidebar - easing ranges from Linear and Ease In Out to a full custom cubic-bezier editor, CSS linear() functions, and stepped easing.
Each track has Cycle controls for Duration, Repeats (or Infinite for continuous loops), and Behavior (Restart, Reverse, Alternate), plus a Begin Trigger that can be a time delay, an event, or "Never" - which exports as begin="indefinite" for animations you start from script. For hold-style animation with no interpolation, set the track's Interpolation Mode to Discrete.
Step 4: Animate along a path with motion paths
Select a shape and add a "Move Along Path" track. An editable motion path appears on canvas - reshape it with the Edit tool, or use "Pick shape" in the Properties sidebar to link an existing path in the document as the route. Keyframes on the track set progress along the path from 0 to 1, so easing controls the speed profile.
That motion path is a path in the full sense. It gets the same anchor nodes and Bezier handles as any shape you drew yourself, and the Path Editor panel switches to it while you are editing - so the command table, per-command type conversion, arc flags and row insert and delete all work on the trajectory. There is no separate, thinner set of controls to learn.
Step 5: Morph between shapes
Select a path and add a "Path Morph" track. Edit the path's nodes with the Edit tool, then press "Capture Current Shape" on a keyframe to store that geometry. SVGSketch interpolates between the captured d strings using SVG-spec path morph rules - if the command structures differ between keyframes, the editor warns you that the animation will snap discretely instead of morphing smoothly.
Step 6: Preview, then export
Use the play button (or Space while the timeline has focus) and drag the playhead to scrub live on canvas. Toggle the Preview button (Ctrl+Enter) to exercise event-triggered tracks the way a viewer will, rather than only scrubbing time. When the motion looks right, open the Export panel. Choose SVG and enable "Include animations (SMIL)" for a self-contained file that runs in browsers without JavaScript, or pick GIF, APNG, animated WebP, or a video format (MP4, WebM, and more) for platforms that need raster output. Animated exports are SVGSketch Pro features - everything up to this point is not.