💬 In this video we'll talk about common issues artist find when creating keyframes in blender by hand or with auto-keyframe and how to addess them properly!, not only in the 3D view but also in animation editors such as the dopesheet and the graph editor.
🔴 DISCLAIMER: you can apply this same ways to other panels where keyframes are used like the timeline.
Hi, I'm Luciano and this is the Adventures of Lollipop Man.
On a new episode of Blender for Maya Animators, we're gonna talk about keyframes and setting them.
We got our default scene with all the settings by default so you don't think I'm cheating.
In Blender, I is insert keyframe. It's a little bit far for my taste from where you would want
have it like in Maya you have it in S so it's just in the right side of the keyboard or
the left side of the keyboard which is right. Anyways, I and you get this menu and so every
time you want a key you need to go I and then read where the option that you need is and then
set the keyframe. So that takes a long time. I don't like that. Time is very limited.
Problem is that when I'm doing blocking, I want to get all of these keys really quickly and I
want to grab my character, set a pose, keyframe, move on, make another pose, set another keyframe
and so on. So we're gonna fix this. We go to keying and then we can select location, rotation
and scale. Problem is this works but this setting only stays with this scene. So whenever I start a
new scene and I hit I then again I have to go and set it here. This is not a big deal but if you're
an animator, keyframing is one of the single most common things you do. So I'm just going to go to
edit preferences, go under keymap setting, I'm going to select keybinding and hit I here. So
I'm going to look for this hotkey in two different places. One is object mode and the other one is
pose mode. So let's just go to pose. So here we go, the pose mode and the object mode and we get
insert keyframe menu here. We're just gonna copy this code and delete the last part and leave it
only an insert and here we're going to change this keying to lock rot scale. Then the same thing as
we said, we're going to do object mode, insert keyframe menu, we're gonna do the same, gonna
delete this piece here and then we're going to select lock rot scale. Sweet! So now I save my
preferences, I close, I'm gonna open this panel with N and when I hit I, I get the keyframe and
this is not setting the keying set. Perfect!
Let's say you want to keep the menu because it's handy to be able to choose. So I'm going to go to
edit preferences and I'm going to add a new one and I'm just going to go 3D view, object mode,
object mode and then here it's the one that I had. Remember we copied that the thing. So I'm
gonna paste the thing here. We get that menu again. We're gonna set it to shift I because I
don't think that's assigned to anything and I'm gonna save. Same thing we can do in post mode and
you can also press this always show menu. So even if for some reason you do select it here then that
will still show you the menu no matter what. So I'm going to do that and I'm going to go to post
mode here, again post global, I here, I'm going to do the same, add new, paste that code there,
always show and this is going to be I again with shift and should be fine. So I hit I,
I get my keyframes, I hit shift I and then I get the menu and I get to choose. Fantastic! Problem solved.
Auto keyframing in Blender by default is sucky. Why? Because if I put it on
then everything I move start getting keyframed right away and most of the time you have a bunch
of things that you don't want to get keyed and maybe the one or two that you do and if you're
trying to keep things clean then this will make your life impossible because you're gonna start
getting keyframes everywhere. This has a really easy solution. Basically I'm going to delete
these keyframes, go to edit, preference, under the animation panel there's only insert available
which you're gonna click and you're gonna save. Now if auto keyframing is on I can just move stuff
around and they don't get keyed and if I just add a keyframe on rotations and then move around
it will only get me keyframes on rotations which makes everything much better.
I want to fix creating keyframes in the animation editors. I want to create a keyframe just on
the Y rotation right so I'm just gonna hit I and then I get this menu again. I want it to be easy
just grab this guy and then go give me a keyframe. So what I want to do is yet again get rid of that
menu, go to keymap, I'm gonna press I on the key binding, I'm gonna look for this graph editor
and just going to change here instead of all keys only selected channels. So I'm going to go back
to the top where the dope sheet is, insert keyframes and I'm going to change this to
only selected channels so that I can go here, select this guy, select this guy and press I
and that works and if I change to my graph editor I can select that guy, press I and I get a keyframe
there, select that guy, I and I get a keyframe here and now life is much better.
So now that you know how to set keyframes I want to see those animations.
Don't disappoint me and come back for more next week. Remember to like and subscribe,
get a cool t-shirt from the store and see you next time.