Auto Key, found beneath the Playback Controls, automatically sets keys on attributes every time you change the current time and attribute value. A key must already exist for an attribute before you use Auto Key.
For example, if ikBlend is off, but snapEnable is on for an ikHandle, the handle moves to the position of the end-effector. This lets you create an arm skeleton with an IK handle, turn ikBlend off, rotate the shoulder joint, and have the ikHandle snap to the wrist position. If auto keyframe is on, and you already have an animCurve for the ikHandle translation, the auto keyframer generates more keyframes because the handle has moved.
To avoid this problem, turn off snapEnable or auto keyframing.
To Auto Key an animation
A key is created for the attribute. You can create another key by going to a new time and changing the value of the attribute again.
To hold Current Keys with Auto Key
Hold Current Keys sets keys for all animated attributes of a selected object at the current time. 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.
Later in the walk cycle, for example, at time 60, another key is needed for this position.