I compared everything inside blender about any kind of properties and nothing special differed between the two bones named "whatever" "DEFwhatever2".

I exported to the highly readable xml collada dae format to compare both with meld, and I saw nothing special, and even after I re-imported both bones from the .dae, one of them were still not keyframable.

all these does not solve the problem:
"No suitable context info for active keying set"
Why do I get an "no suitable context info for active keying action" message when trying to keyframe a camera?
What constitutes a "context" in Pose mode?

This question is not a duplicate of the above mentioned ones, sorry if you disagree.

  • $\begingroup$ Please include a blend file where this problem happens. (How to add a blend file) $\endgroup$ Commented Oct 1, 2021 at 14:54
  • $\begingroup$ just prefix any bone with DEF to replicate the problem $\endgroup$ Commented Oct 23, 2021 at 21:59

1 Answer 1


The only different thing was the name.
The problematic begins with "DEF".
The moment I put a letter "a" before it like "aDEF", it started accepting keyframing!

here has some info about naming:
but there is no tip about how breaking is the DEF prefix!

I cant find any official documentation about these prefixes and how they may interfere in your workflow, so I guess we must be prepared for more surprises?

  • $\begingroup$ "MCH" prefix gives no error message and blocks keyframing too. To help changing many, create a mouse/keyboard macro to click and rename where you are pointing at. $\endgroup$ Commented Oct 1, 2021 at 9:18
  • $\begingroup$ Are you sure this is not related to Keying Sets? When the bone has no keyframes and you set the active keying set to Available then exactly this error occurs. The DEF and MCH are common prefixes and don't matter. It's a common naming convention. Blender only cares about suffixes like *Left", ".L", "_L" for mirroring. $\endgroup$
    – Blunder
    Commented Oct 1, 2021 at 10:57
  • $\begingroup$ If the only thing was the name, and you weren't using the Whole Character Acting keying set, then you've encountered a bug and should file a bug report. There is no code in Blender that uses prefixes to prevent keys being added, except Whole Character Keying set and the list of prefixes it ignores is listed in the manual: (“COR”, “DEF”, “GEO”, “MCH”, “ORG”, “VIS”) + the error message you get only happens if a keying set is active. $\endgroup$ Commented Oct 1, 2021 at 14:52
  • $\begingroup$ yeah, that is it, I always use wcks, as I think it is easier to work that way $\endgroup$ Commented Oct 23, 2021 at 22:06

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