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Auto Keying with "Only Active Keying Set" creates keyframes it shouldn't
Confirmed, NormalPublicBUG

Description

System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6

Blender Version
Broken: version: 2.93.0 Alpha, branch: master, commit date: 2021-04-02 21:26, hash: rB321eef6a0c0f
Worked: (unknown)

Short description of error
If you have Auto Keying enabled with "Only Active Keying Set", Blender creates keyframes for properties that aren't in the keying set, and creates keyframes for properties in the set when changing properties that aren't.

Exact steps for others to reproduce the error

  • Load the default startup scene.
  • Add two shape keys for the default cube (Basis and Key 1) and create keyframes for Key 1's "Value" and "Range Min" properties.
  • In the Timeline editor, open the channel region (little ">" on the left) and expand the "Summary" and "Key" groups.
  • Enable Auto Keying and move the playhead to another frame.
  • In succession: move the cube, change the shape key's Value property, and change the shape key's Range Min property. Each time, Blender only creates the relevant keyframes. So far so good.
  • Rightclick the Value property and choose "Add to Keying Set", then enable "Only Active Keying Set" in the Timeline editor. From now on, we only expect automatic keyframe creation for the Value property.
  • Move the playhead to another frame.
  • Change the Range Min property. Blender again creates a keyframe for it, even though it's not in the active keying set.
  • Move the cube. Surprisingly, Blender creates a keyframe for the Value property, even though we didn't change it.
  • As a bonus, move to another frame, move the default light, then select the cube again. Blender created a Value keyframe for the cube even though we didn't touch it.

Event Timeline

In general, I also find it a bit strange that while predefined keying sets create keyframes for the selected objects, custom keying sets create keyframes for specific objects regardless of what's selected. Would it make sense to allow custom keying set properties that have no target object and consist only of a data path (which then gets resolved at keyframe creation time based on whatever is selected)? If yes, I could create a separate ticket for that.

In general, I also find it a bit strange that while predefined keying sets create keyframes for the selected objects, custom keying sets create keyframes for specific objects regardless of what's selected. Would it make sense to allow custom keying set properties that have no target object and consist only of a data path (which then gets resolved at keyframe creation time based on whatever is selected)? If yes, I could create a separate ticket for that.

This seems to be a limitation of custom KeyingSets in blender atm.
https://docs.blender.org/manual/en/latest/animation/keyframes/keying_sets.html
These custom KeyingSets are always absolute, meaning you have to specify an individual ID (in you case the ID Type is of type Object, so you would have to pick a specific object for this to work)

This has been reported before, see T86961: A bug in a scene. "i" does not work for creating keyframes

While I also think this is pretty limiting (what you suggest makes total sense in my opinion), it would not be considered a bug atm.

Philipp Oeser (lichtwerk) changed the task status from Needs Triage to Confirmed.May 6 2021, 11:36 AM
Philipp Oeser (lichtwerk) changed the subtype of this task from "Report" to "Bug".

For the rest, I can confirm all of it