Missing Insert Keyframe Menu

Hello!

I think Im running into some small version differences (using 4.1), but I want to make sure it's not just a setting problem.

- When I hit "I" or select Insert Keyframe from the Object menu, the Insert Keyframe menu doesn't pop up. It does, however, seem to automatically set the keyframe to location.

- When I open up the channels menu, I also see keyframes for Euler Rotation and Scale for all three axis'.

- When I adjusted the position of my camera, it also recorded that in the animation. I turned auto-keyframe off and it stopped doing this.

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  • Dwayne Savage(dillenbata3) replied

    In 4.1+ I just keyframes the channels that are set in the preferences or keying set. K now shows the old insert menu and shift+K allows you to set a keying set. You can also set the keying set by clicking keying in the timeline editors header and changing it in the popup. 

    3 loves
  • Omar Domenech replied

    Yes, all of that has changed in the new Blender versions. Instead of "I" it is "K" as Dwayne says. But don't worry, after you are done with the Blender Basics, what follows is the Blender Fundamentals, and the animation course is up to date with Blender 4.2, so you'll learn the new hotkeys and other goodies that has to do with animation. Linking up:

    https://cgcookie.com/playlists/5071-core-nine-course-fundamental-learning-path

    3 loves
  • Scott McClellan(pffsfs) replied

    Am having the same issue, except "K" isn't bringing up the menu either (using 4.4 here). Am looking forward to learning all the "goodies" in CORE. I guess my question becomes are ALL the keyframes being set or just what has been transformed upon said object?

    And thanks for bringing this up Mark

    EDIT:

    I notice in the "Object properties" editor if you type "I" while setting a keyframe in the properties editor it only changes the transformation you're giving the ojject. If you type "I" while in the 3D editor, ALL transformation properties are keyframed. Is this why we should get use to applying keyframes in the Properties editor? Is more memory taken up setting keyframes in the 3D editor, thus making the "timeline editor" more messy with keyframe diamonds?

    1 love
  • Dwayne Savage(dillenbata3) replied

    pffsfs Blender is context based. Meaning it matters where your mouse cursor is at. pressing I with mouse cursor over a field/group field will key that field. For example if you open the n-panel(AKA the sidebar) put your mouse cursor over the location fields and press I it will key frame the location. If the mouse cursor is in the main 3D Viewport pressing I will keyframe based on setting. First it checks keying set, which can be set in the timeline editor under keying or thru the hotkey Shift+K(only when the mouse cursor is over the main area of the 3D Viewport). If no keying set is set then Blender sets keyframes for the default setting in preferences.(ctrl+comma->animation->Keyframes->Default Key Channels). If you move the mouse cursor over the camera icon in the outliner and press I it will keyframe the render toggle that is under the mouse cursor. Alt+I will remove the keyframe from that frame. Shift+alt+I will remove all keyframes. Note: Shift+alt+I doesn't work for main 3D viewport window. You will have to do each Field like location/rotation/scale in the properties editor or the n-panel. 

    1 love
  • Scott McClellan(pffsfs) replied

    dillenbata3 Thank you for the explanation and now I know [SHIFT] K gives me ye ole Insert keyframe menu :)

    1 love
  • Dwayne Savage(dillenbata3) replied

    pffsfs Shift+k gives the key set menu. K gives the old I menu. Unless you have done some kind of keymap change that over rides this or switched to Blender 27x or industry keymap.