Whenever you set a keyframe in MotionBuilder, you set it for at least one property of a selected object. For example, if you want to animate a cube moving across the scene, you set keyframes for the cube’s translation property.
There are three ways you can choose the properties to be keyframed:
You can select any property in the Properties window, the FCurves window, and the Dopesheet window. These windows list all properties of selected objects, such as common properties (translation, rotation, and scaling) and object-specific properties (a Light’s color or cone angle). See Property list.
Instead of selecting and deselecting frequently used properties one by one, you can select keying groups in the Key Control’s Keying Group menu.
Keying groups are pre-determined groups of properties. Selecting a keying group selects specific properties. For example, if you select TRS in the Keying Group menu, keyframes are set for translation, rotation, and scaling properties for the selected object. If you then select the T keying mode, keyframes are set only for the translation property, but not for rotation or scaling.
You can add individual properties to a keying group selection. For example, if TR is the keying group selected in the Key Controls, you can select additional properties in the Properties window. You can also create custom keying groups for objects and characters that let you choose what properties you want to key on. See Selecting keying groups for objects or Creating a custom keying group.
Keyframing a character’s Control rig involves selecting many effectors and their properties. The Manipulation and keying mode buttons on the Character Controls toolbar lets you do all of following at the same time:
For more information, see Manipulation and keying modes.
Select keying groups to choose the properties you keyframe.
When you set a keyframe, only the properties in the keying group are selected. If TR is the current keying group, only translation and rotation can be animated.
For example, you can select a light’s Color property. When TR is the current keying group and the Color property is also selected, you set keyframes for the light’s translation, rotation, and color.
See Keying Mode menu for more information on the different keying groups, and see Creating a custom keying group for more information about how to create a custom keying group for objects or characters.
You can control an object’s animation with keying groups [also called keying modes], and MotionBuilder lets you create custom keying groups for objects. Keying groups contain information about which properties will be captured when you create keyframes.
With any custom keying group, you can also edit relationships between the keying group’s properties and an object pose using the Connection Editor.
The types of custom keying groups that can be created are:
To create a custom keying group:
See Loading custom local keying group data for more information about how to apply a custom local keying group to many characters in a scene.