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.