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Any animation editor will show you such a list, provided the keyframed objects are selected at the moment. If you don't know which specific object contains the action you want unlinked, you can simply select everything in your scene, with a, and then check an animation editor. All keyframed objects, and ONLY keyframed objects, will be revealed in the ...


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Actions are automatically created the first time an object receives a keyframe of any kind. That is, assuming an action has not already been created in advance for the purpose of animating said object. So there would not be a reason to create an action for a Dope Sheet animation, because one would already exist as soon as there was an animation. This ...


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I did a few things to this file before sending it back to you. As moonboots said, it wouldn't be a good practice to have so many armatures. So I consolidated them all into one. This required renaming all of the bones, to avoid naming conflicts, so all bone names are now unique. This also means I needed to rename the vertex groups accordingly so that ...


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It’s because you’ve erroneously given the action called Stem rot to the armature called arma03. You may not see it because you haven't pushed it down from the Dope Sheet into the NLA, but you'll be able to check it in the Dope Sheet. Dope Sheet will always play over the NLA. I guess Stem rot is supposed to be used by the armature called Armature (the tail), ...


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After tinkering with this here's how I work with Baking Actions: Once you have all your edits layered as NLA tracks and you are ready to bake down to one replace layer: Make sure that the New layers under the Animation Data tab on the right of NLA editor is set to Replace. In pose mode, Select all the Controls of our rig, or all bones. go to Pose > Animation ...


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