Make Everything Keyable

Ok, so now I have a model in my scene, and I can use keyframes to move it around. My model has a tail made up of several different pieces, and in order to keyframe the tail (according to help), I have to select each piece and go to Window->General->Channel and then move all of the nonkeyable things into the column labelled keyable. This is extremely laborous. Is there any easier way?

Are you sure the attributes you want to key aren't already showing up in the channel box? Most of the attributes that someone would want to animate are already keyable. If they are in the channel box and they aren't grey, or some other colour, then they are keyable.

There were some attributes listed as keyable, but the majority weren't. Also, after I moved all of the nonkeyable attributes into the keyable column I was able to use keyframes to animate a small area. However, there are just way too many tiny pieces to click on every single one. I was hoping for a quick solution or plugin that would move everything over for me...anything?

What are you trying to make the tail do? Transform, rotate, and scale are all keyable by default. These are the main attributes for animating. If you're moving attributes that are non-keyable by default then I have to assume you're trying to pull off some rather high-end animation that is not meant to be in "New User."

Please expound on what you're trying to accomplish (other than just animate the tail).

Ok, basically I have a model of a charater with legs, arms, a tail, and wings. Say if I want to move the right wing, I set a key pressing S, then I move the wing, then I drag the timeslider up like 30 frames and press S again. However, when i press play the wing is already in the moved position because its attributes are all marked non-keyable. I can scale, rotate, or do whatever to the entire model, but I only want to touch pieces to animate walking and flying.

It sounds as though you are working with a rig that has been set up with controls to animate it. If that's the case you have to select the controls not the geometry. Maybe look in the layer box and see if there's a controls layer that's not visible.

Okay, by default most attributes are indeed non-keyable, but they are probably useless to you at this point. If all you're trying to do is animate the model to move then you only need the transform and rotate attributes.

If this is a rig that you downloaded from someone else then you are probably trying to key the wrong parts. Typically a "rigged" character has control handles that are meant for animating and the rest of the model is locked from traditional keyframing because it is driven by the control handles. In those cases you are not meant to key the model, but its handles. Control handles are just pieces of geometry (curves or objects) that are made non-renderable. Select these and check their attributes.

One other thing to mention...I recommend highly against using the s key to set keyframes (unless you're using a character set). The s key sets keyframes across all of your keyable attributes whether you're animating them or not. You will have more control and fewer accidental movements if you highlight only the attributes you're animating, RMB, and choose Key Selected.

QUOTE(The Pixel M @ 03/18/07, 05:18 PM) [snapback]262465[/snapback]
One other thing to mention...I recommend highly against using the s key to set keyframes (unless you're using a character set). The s key sets keyframes across all of your keyable attributes whether you're animating them or not. You will have more control and fewer accidental movements if you highlight only the attributes you're animating, RMB, and choose Key Selected.

Well only if the rig isnt designed to be keyed that way, which most rigs are.

QUOTE(Joojaa @ 03/18/07, 08:30 AM) [snapback]262471[/snapback]
Well only if the rig isnt designed to be keyed that way, which most rigs are.

I think Joojaa is overstating with "most." Of the rigs I've encountered, I'd say about 35% - 40% could be animated with the s key. In the end, you can't assume. You should only use the s key (in my opinion) if you know exactly what it's keying.

So you mean one of the following:

  • You have no say so over how youd like your rigs made?
  • You don't alter your rigs to make working with them easier?
  • anyway theres a shortcut for keying transform, rotation and scale only. They are W, E and respectively R

    but in general i do seem to think, and last time i had to make rig, that this islisted as part of the required minimum requirements of rigging to organize keyable channels so that keying it is as easy as possible. This includes making sure you don't need to worry about these things.

    QUOTE
    You should only use the s key (in my opinion) if you know exactly what it's keying.

    Well id go as far as not to key anything unless you know exactly what your doing. Because in the end it might be totally pointless to key otherwise.

    PS: i dont usually encounter rigs that DON'T have character sets.

    Joojaa,

    I'm certainly not debating the qualities of a good rig. I've come across amazing rigs that are a pleasure to animate.

    The point I am trying make to our friend orphankill here is:

  • ...a downloaded rig is not guaranteed to be put together perfectly and intuitively,
  • ...since this is the New User forum I'm assuming that level of expertise. This means that there's a chance that orphankill might not know what to look for in a good rig, and...
  • ...I was suggesting the s key should be used by intermediate to advanced Maya users. I don't think a new user would be privvy to all the nuances of this particular hotkey.
  • We could get into the virtues of a great rig, but I think that is meant for a different board.

    Either way, I think we're getting of the original topic which is helping orphankill figure out what's up with the model...or the technique.

    Yes but to seay something useful it would be good to know what the rig i n question looks like.