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TLDR: Keyframes get changed by other keyframes

Hey all,

I got an animation rig with some IK and bone parenting so both hands stay on the weapon. I have to correct the hand position on different frames because the location/rotation is not 100% correct. However after correction the location/rotation of another keyframe the other keyframes also change?! How is that possible when keyframing all bones? What do i have to do so keyframe 0 (and all other keyframes) are not affected by changing other keyframes? Here some pictures: Pose at keyframe 0: enter image description here

Pose at keyframe 4 (without correction): enter image description here

After correcting the pose on keyframe 4: enter image description here

Going back to keyframe 0: enter image description here

Here my blend file:

Here is a short video where i replicate the problem and explain the behavior i want from blender: https://youtu.be/AHzZIUuj69M

Please let me know if you need something else!

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  • $\begingroup$ Hi Maffinius, there are several possibilities why this can happen. Unfortunately you didn't show us sufficient information/settings. So pls provide blend file so we can check it out. To name just one possible reason: maybe you have autokeying switched on? And as we don't know - you see - we can just guess. $\endgroup$
    – Chris
    Dec 6, 2022 at 12:10
  • $\begingroup$ @Chris i added my blend file. I did not use autokeying :/ $\endgroup$
    – Maffinius
    Dec 6, 2022 at 14:53
  • $\begingroup$ thx for the blend file. Now we only need to know which keyframes (name + values) did you change and which are then changing as well? $\endgroup$
    – Chris
    Dec 6, 2022 at 14:55
  • $\begingroup$ @Chris The problem exists for ALL frames i keyframed. In my last try i keyed all bones on frame 0 and 4 for example. But the problem also shows when editing other frames $\endgroup$
    – Maffinius
    Dec 6, 2022 at 15:03
  • $\begingroup$ how experienced r u with rigging? i am asking because i need to know what i can prerequisite or what i cannot prerequisite. If you move e.g. bone Wrist.R.001, which is ik target of Wrist.R, then of course by moving alone this bone, a lot of other bones will move and rotate as well. If you then keyframe all bones, it looks like a lot of bones change (which is actually true but that's the nature of ik) $\endgroup$
    – Chris
    Dec 6, 2022 at 15:29

1 Answer 1

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The reason for this "weird" behaviour is: you keyframed just the bones. But the empty (which control the bones via copy location) isn't keyframed by you. And this empty controls part of the bones and so the bones will be changed if you go back. So you should keyframe the empty instead - not the bones. Or maybe "all", so keyframe & bones to be sure. But this might be a bit of overkill.

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    $\begingroup$ I think i finally got it working! I followed your advice and keyframed the empty wich lead to another problem (setting the character model to another location) also described in this video: youtu.be/o5VJtVoUUhk . However i then tried to "Object ▸ Apply (Ctrl A) ▸ All Transforms" wich simply sets the empty to 0/0/0 with no rotation. So I reloaded the file and tried "Object ▸ Apply (Ctrl A) ▸ All Transforms to Deltas" and now it looks like it works how it should be. Thanks for your huge help! Marking this as resolved :) $\endgroup$
    – Maffinius
    Dec 8, 2022 at 12:34

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