Alt-I in 3D Viewport doesn't respect active keying set #88068
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Reference: blender/blender#88068
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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 Beta, branch: master, commit date: 2021-05-04 20:58, hash:
96abe5ebbc
Worked: (unknown)
Short description of error
Unlike the "I" shortcut, which inserts keyframes for the active keying set, Alt-I always deletes (only) keyframes for the transform properties.
Exact steps for others to reproduce the error
Added subscriber: @Matthew-Hinson
On a side note, I noticed that the confirmation message reads "Delete Keyframe" (singular) even though it presumably deletes multiple keyframes most of the time.
Added subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Confirmed'
Can confirm.
It might be mandatory to split this in two reports [without looking at this in more depth it is not clear to me if this has the same roots].
But for now, will confirm both issues from the report desription.
Added subscriber: @JamesThePlant
Added subscriber: @wbmoss_dev
According to the manual, the delete op isn't explicitly designed to take the keying set into account.
As for the Light Power delete failure, I'm not sure if it's a bug or not. Technically that's animation on the object's data but not the object itself. If it is a bug, then the proper solution is to walk through the object's data and check their animation data. Some data may also contain multiple references to other animatable id datas (materials, shapekeys, etc).
Added subscriber: @dr.sybren
Changed status from 'Confirmed' to: 'Archived'
This is an interesting linguistic puzzle. Technically, and as I look it, NO keyframe is deleted. A "keyframe" is "a frame that has one or more keys". After the operation the frame still exists, so it hasn't been deleted. The keys were removed, though. Pedantics aside, I think it's fine to keep naming the keys "keyframes" to differentiate from "shapekeys"; both could be (and are, in places) shorted to just "keys".
The code (see
delete_key_v3d_exec()
) also simply deletes all keys on the current frame from the active Action, with special handling for bones, where only selected bones are handled.This means that Blender has been designed this way, and it's not a bug (i.e. there is no code that would handle keying sets here, but accidentally didn't get called for some reason).
Cough, we should maybe be consistent and change this then (which explicitly mentions deleting):
Personally I'd say that the manual should be descriptive of how Blender behaves, not prescriptive of how it's supposed to be behave. The software should evolve to do whatever makes the most sense, and the manual should follow - wouldn't you agree? And from my point as an (admittedly new) user, I felt it would make sense for keyframe deletion to be consistent with keyframe creation. If the "I" shortcut can create a Power keyframe, "Alt-I" should be able to delete it.
From a keying set point of view, shape keys, materials etc. appear to be treated in the same way as lights: the object data gets referenced directly instead of through an object, so that walking seems unnecessary. Instead, it seems sufficient to resolve the data Path based on the target data block.
Blender does have code to delete keys based on the active keying set (Timeline -> Keying -> Delete Keying-Set Keyframe). It's just that the Alt-I shortcut doesn't use this code, even though it would seemingly make sense for it to do so.
Oh, I wasnt aware there are multiple of these:
bpy.ops.anim.keyframe_delete
bpy.ops.anim.keyframe_delete_v3d
One takes a keyingset, the other one doesnt.
@Matthew-Hinson : what you can do of course is map {key Alt I} to the former, then you'll get the desired behavior
When there is a doubt whether something is "a bug" or simply "not designed very well according to our current view of things", looking at which behaviour is described in the manual can help.
Yes, but evolving software involves proper design. This is not the same as simply marking something that's currently unwanted as "bug" and hoping it gets "solved".
Yes, that makes total sense. That would be an improvement, but it's not seen as bugfix, hence shouldn't be handled in a bug report. I've put it on the agenda of the next Animation & Rigging module meeting so that it can be discussed.
That's fair. Thanks for considering it!
Changed status from 'Archived' to: 'Confirmed'
This is discussed in the Animation & Rigging module meeting, and agreed that the way things work now are sub-optimal. This could be a nice thing to fix for a new developer.
Added subscriber: @xingyzt
Removed subscriber: @xingyzt
Added subscriber: @xingyzt
Added subscriber: @Shinnn
This issue was referenced by
7fc220517f
Changed status from 'Confirmed' to: 'Resolved'