Is it possible to "mute" keys? (animating in the middle of an ocean of keys)
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report
What I mean by "mute" is that I'd like to effectively delete the keys for the area I'm animating currently, but still keep them saved where they are so that they move stuff only when the timeslider gets there. In other words: the benefit of animating when there's no future keys in the way.
The use case is to animate in the middle of existing keys: It's very annoying that the keys to the right keeps pulling the character away from the previous pose (gif). You don't have this problem when there's no keys to the right.
But the most obvious solutions are very unsatisfying :
- Why not worked in stepped? Because while scrubbing the timeslider I need to see the animation move.
- Why not delete the keys to the right? Because there's maybe thousands of keys and in a complicated scene something might break if you delete and reimport the keys.
- Why not copy the previous key and work on that as a base? Because I'll get keys on controllers that doesn't need keys, and in my current workflow I don't add keys to everything for each tiny change
If there's a way to "mute" the next keys, or something that allows me to effectively work before them without them pulling on the animation, but the next keys still moves stuff once the timeslider gets to them?
I'd be glad to hear any suggestion!
PS: I'd like to not export the animation and reimport it, as that can cause issues in the scene.