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In the Dope Sheet I have numerous keyframes. Is there a way to temporarily "ignore" the keyframes on a specific frame so they aren't considered when running the animation?

enter image description here

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  • $\begingroup$ Doesn't appear to be a duplicate. I'm looking for a way to disable the entire column of keyframes, or ignore them. $\endgroup$ – TTTTTTa Mar 6 '17 at 20:39
  • $\begingroup$ I can only go by what is in the question. I have edited it to be clearer about what you mean. $\endgroup$ – Ray Mairlot Mar 6 '17 at 20:44
  • $\begingroup$ Why don't you just delete the keyframes in the column. You can always restore them with Ctrl + Z, when you're not happy with the result. $\endgroup$ – Paul Gonet Mar 6 '17 at 23:00
  • $\begingroup$ @PaulGonet Blender counts changing the current frame as an action, which you would also have to undo, so if you moved in the timeline a lot you could potentially run out of undo steps. $\endgroup$ – Ray Mairlot Mar 7 '17 at 0:51
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You can't disable them as such, but you can move them out of the way.

Select the keyframes you want to 'disable' and ensure the current frame is frame 0. Press S to Scale and type -1. This will scale using the current frame (zero) as the origin and swap the keyframe to the other side of the axis - so, for example, keyframes on frame 20 will be moved to frame -20. This will move them outside of the normal range of animated frames and effectively disable them (provided you have a keyframe at the start of the animation to set the initial state).

Enabled - the keyframe is in it's 'normal' position

enabled

enabled - animation

Disabled - the keyframe has been moved to the opposite side of the axis

disabled

disabled - animation

To 're-enable' the keyframes you can simply repeat the same action to mirror it back to the positive side of the axis (ie, frame -20 scaled by -1 becomes frame 20 again).

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  • $\begingroup$ Very smart and helpful solution! $\endgroup$ – Paul Gonet Mar 11 '17 at 1:07

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