3

The object's position is based on the rotation and location of its origin. When you change an object's rotation property, the origin's rotation is changed and the entire mesh is rotated around that point. If the origin is somewhere in the middle of the object, and you apply rotation keyframes to it, this happens. But since you want your bell to rotate ...


2

There is no keyframe at frame 26. Because you seem to have imported a 30 fps animation into a 24 fps project, a lot of keys are not on full frames. The strange movement is the result of interpolation of the root bone, the hip. The curves of the hip bone show the sudden change. You can take any of the adjacent keys and move them onto the interpolated ...


1

Youn go to pose mode, menu pose, animation, bake action, and set the frame step to three, reducing at one third the number of keyframes.


1

It looks like there are no keyframes at the frame 26. If that's right, then the issue is not a wrong pose, but actually either a lack of pose to better define what happens between the previous and next keyframes, or it's actually the other keyframes in fault, like a gimbal lock or something. It's complicated to tell more just from this screenshot you shared,...


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