If you turn on Set IK/FK Keys in the Set Key options, you can subsequently use Animate > Set Key as an alternative to Animate > IK/FK Keys > Set IK/FK Key. (If you select Animate > Set Key for an object that’s not an IK handle, a joint controlled by an IK handle, or an object connected to an IK handle, the Set IK/FK Keys option is ignored.)
Select Animate > Set Key > to set the Set Key Options.
For more information on Breakdowns, see Breakdowns.
Breakdowns that do not have adjacent keys are unbounded. These breakdowns work like regular keys when you place, edit, and move them.
Select Animate > Set Breakdown > to set the Set Breakdown Options.
For example, suppose you are animating a character’s walk cycle. When a foot is on the ground, its position must be held for a number of frames. If you were to use Auto Key alone, a value must change before a key can be set. Hold Current Keys sets a key for the foot even though the values do not change.
This menu includes the Set, Go to Previous, and Go to Next options.
Click the Set option to display the Set Driven Key window. See also Use Set Driven Key to link attributes.
Click the Go to Previous and Go to Next options to cycle through the keys for the driven attributes of the current object and view the object's state at each of these keys. See also Use Set Driven Key to link attributes and View driven key relationships.
Use these options to add a regular key at the current time on the X, Y, and Z translation channels of the selected object.
When this menu item is selected, the following can occur:
See also To animate painted blend shape weights.
Select Animate > Create Editable Motion Trail > to set the Create Editable Motion Trail Options.
Select Animate > Create Animation Snapshot > to set the Create Animation Snapshot Options.
Select Animate > Create Animation Snapshot > to set the Create Animated Sweep Options.
For more information about these options, see Motion Paths menu.
Select Animate > Turntable > to set the Turntable Options.