I don't know what I've done here. Basically, I've recorded one animation and want to record a second, but even though there's no keyframes showing the robot animates.

Also, the armature leaps to the side if you switch between armature/pose mode.

Short video showing the issues

I would really appreciate understanding what is going on here because if I don't know how to correct this it's going to be an issue with every animation.

Many thanks in advance.


Blender file:

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    $\begingroup$ At 0'41 your timeline shows a bunch of keyframes. Wouldn't they be the reason why everyhing moves? $\endgroup$ – Kiskit Jul 2 '19 at 7:07
  • $\begingroup$ you must have pushed the first animation into the NLA with the Push Down button (Dopesheet when it's in Action Editor mode). If you don't want it to play you can mute it or delete it in the NLA? $\endgroup$ – moonboots Jul 2 '19 at 8:32
  • $\begingroup$ @moonboots That was my initial thought, but I don't think it's even that complex. In pose mode the root bone has no keyframes but once he/she selects the armature, keyframes pop up on the timeline $\endgroup$ – Kiskit Jul 2 '19 at 13:40
  • $\begingroup$ maybe he should share his file so that we can take a look $\endgroup$ – moonboots Jul 2 '19 at 13:52
  • $\begingroup$ Kitkat @moonboots I appreciate your feedback. As I said in my op, there is a pre-existing animation associated with the main armature. However, when I move the other armature ("Track Controller"), the first animation plays. But (afaik) it shouldn't - they're not connected, and the other animation is under the main armature. I have the separate problem that I was trying to highlight that when I select the first armature or the pose, the rig jumps out of position. Why is this? I'm new to this stuff so I'm sure I've made a basic mistake somewhere, but no idea where. How do I separate them? $\endgroup$ – Altissimus Jul 2 '19 at 17:30

You have 2 armatures, Track Controller (with only one bone, on the left of the machine), and Armature, which is all the machine bones.

Your Dopesheet is in Action Editor mode, it will only display the keyframes relative to the selected armature.

When we open the file, Track Controller is selected, and as it has no action, no keyframes are displayed.

On the contrary, we can see that Armature is animated. It's normal because an action has been assigned to it, and if we select this armature, all the keyframes of this action will be displayed on the Dopesheet.

If you want to close the action playing for a selected object, press the X button on the right of the action name. It won't be played anymore by the armature but it will still be selectable in the dropdown menu if you want it back.

enter image description here

When you close your file, every action will be saved as long as it has at least one user (one object or armature using it) or if you've assigned it a fake user (press the F button on the right of the action name if you want to give an action a fake user). Fake user is a way to make sure that the action you've created will be saved even if it doesn't have any user yet.

About le leap to the side: your bones come back to their rest pose as soon as you come back to Edit mode. If you select all these bones in Pose mode and press altG they will combe back to the same pose.

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  • $\begingroup$ Ok...thank you...but that doesn't actually address my question. I am trying to use one animation on Armature, and one on Armature 001. I want them separate. Currently, when I click on Armature 001, I don't understand why Armature animation is involved at all. How do I get a second, separate animation? As soon as I move the timer, the animation that I have starts playing. But I've set up a new animation! So why is it even connected??!? $\endgroup$ – Altissimus Jul 2 '19 at 21:17
  • $\begingroup$ About the leap to the side - I want the "rest" position of the armature (which, for someone odd reason is out to the side) to become the current "pose" position - I understand that Alt G makes pose become rest - is there a way to make rest become pose? $\endgroup$ – Altissimus Jul 2 '19 at 21:20
  • $\begingroup$ The 2 animations are separate, it's just that whatever object you select, Armature will play its animation, because for the moment an animation is affected to this armature, if you don't want it to play, close it with the X button (in the Dopesheet / Action Editor mode, on the right of the animation name), you'll be able to reload it with the dropdown menu, or make it play later: click on the Push Down button and move the strip in the NLA. Please tell me if you understand. $\endgroup$ – moonboots Jul 3 '19 at 7:27
  • $\begingroup$ Sorry, I'm still doing something wrong. So I select the Armature and the "shorter idle" animation. I hit the X to close it on the Action Editor against the "browse action to be linked" name. Then I select the Armature.001 which has the "walking" animation. When I play that, or move the timer, the "shorter idle" animation still plays. If I click to add a new animation, then move the timer on to change the animation in pose mode, the "shorter idle" animation still plays. This means I can't add a new separate animation. $\endgroup$ – Altissimus Jul 3 '19 at 8:28
  • $\begingroup$ In the version you shared, Armature 001 didn't play any animation because you didn't select any in the dropdown menu, if you select Armature 001 and, in the dropdown menu, select the action called Walking, Armature 001 will play Walking. If you select Armature and close Shorter Idle with the X button, it won't play Shorter Idle, unless you've clicked on the Push Down button, which means you've created a NLA strip, so maybe you created this strip by accident, open the NLA and check this out... $\endgroup$ – moonboots Jul 3 '19 at 8:36

If anyone else reads this looking for answers to similar problems:

A solution for the "leaping rig" is here: My Rig Changes Position in Edit/Object Mode?

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