Key menu

Set

Set Key
Inserts a key in the time line at the time where the current time indicator is positioned.
If you turn on Set IK/FK Keys in the Set Key options, you can subsequently use Key > Set Key as an alternative to Key > IK/FK Keys > Set IK/FK Key. (If you select Key > 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 Key > Set Key > to set the Set Key Options.
Set Key on Animated
Use this option to key exclusively on channels where there are already keys.
Set Key on Translate/Rotate/Scale
Use these options to add a regular key at the current time on the X, Y, and Z translation channels of the selected object.
Set Breakdown Key
For more information on Breakdowns, see Breakdowns.
Note:

Breakdowns that do not have adjacent keys are unbounded. These breakdowns work like regular keys when you place, edit, and move them.

Select Key > Set Breakdown Key > to set the Set Breakdown Options.

Set Driven Key
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.

Set Blend Shape Target Weight Keys
Keys the target shape blend shape weights for the current blend shape deformation.

    When this menu item is selected, the following can occur:

  • If only the base shape is selected, all its target shape weights are keyed.
  • If only target shapes are selected, the weights of the selected target shapes are keyed.
  • If the base shape and target shapes are selected, only the weights of the selected target shapes are keyed.

See also To animate painted blend shape weights.

Edit

Cut
Cuts the current keys and stores them on the virtual keys clipboard.
Select Key > Cut > to open the Cut Keys Options window. This window has the same options as the Copy Keys Options window, plus the following:
Adjustment Specifies how the key set is copied to the keys clipboard after it has been cut (available if Segments is on).
None Specifies cutting keys within the specified range. If there are keys remaining adjacent to both ends of the deleted area, the animation curve(s) produced will retain the out tangent and in tangent of the key in the cut area.
Collapse Specifies removing keys within the specified range. Any keys preceding the cut are moved to the start time of the cut area, effectively “shuffling forward” the animation curve to fill the resulting gap.
Connect Adjusts the keys clipboard curves in value and adjusts the segment of the original curve following the pasted segment. This prevents discontinuity in the animation (available if Collapse is on).
Copy
Copies the current keys to the virtual clipboard. See Copy and paste keys and Cut keys.

Select Key > Copy > to open the Copy Keys Options.

Paste
Pastes the keys currently in the virtual clipboard to the time line where the current time indicator is located. Select Key > Paste > to open the Paste Key options.
Delete
Deletes the current keys. Select Key > Delete > to open the Delete Key Options.
Scale
Scales the current keys using the settings in the Scale Keys Options window. Select Key > Scale Keys > to open and edit the Scale Key Options.
Snap
Snaps the current keys using the setting in the Snap Keys Options window. Select Key > Snap > to open and edit the Snap Key Options.
Bake Animation
Bakes the current simulation. Select Key > Bake Animation > to open and edit the Bake Simulation Options.
Hold Current Keys
Hold Current Keys sets keys for all animated attributes of a selected object at the current time. This menu item is most useful with Auto Key because Auto Key sets keys only for attributes that change value. For more information, see To hold Current Keys with Auto Key.
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.
IK/FK Keys
This menu includes the Set IK/FK Key, Enable IK Solver, Connect to IK/FK, and Move IK to FK options. For more information about these options, see IK/FK Keys menu.

Character Set

Create Character Set
Creates a Character set. Select Key > Create Character Set > to open the Create Character Set Options. See also Create character sets.
Create Subcharacter Set
You can create subcharacter sets within previously defined character sets. When you create a subcharacter set, Maya adds the subcharacter set to the current character set. This is useful because you can apply the power of Maya’s character animation features to parts of a character’s hierarchy.
Creating subcharacter sets is similar to creating character sets: you select a character’s objects that you want to define as a subcharacter set (for example, the objects that make up the character’s face) and then select Key > Create Subcharacter Set > . The creation options for subcharacters are the same as the options for creating characters. See Create Subcharacter Set Options.
Character Mapper
Opens the Character Mapper.
Attribute Editor
Opens the Attribute Editor.
Add to Character Set
Adds the selected attribute to the current character or subcharacter set.
Remove from Character Set
Removes the selected attribute from the current character or subcharacter set.
Merge Character Sets
Combines or merges the selected character or subcharacter sets.
Select Character Set Node
See Select character sets.
Select Character Set Members
See Select character sets.
Select Current Character Set
See Select character sets.
Redirect
Adds a translation and/or rotation redirection controls to the current character. The controls appear at the origin of the character. When a character is redirectable, you can change the translation and orientation of its already established (for example, motion capture) animation.
See Redirecting character animation and Redirect the motion of an animated character.
Select Key > Redirect > to view the Character Redirection Options window.

Time

Scene Time Warp
This menu provides options to add, select, delete, and edit scene time warp curve.
For more information about these options, see Scene Time Warp menu.
Set Time Code
Enables you to set the production start time and frame in the Maya scene.
Select Key > Set Time Code > to set the Set Time Code Options.