It would be fickle, because what does “keyable” mean?
In Maya, an attribute of one node can connect to an attribute of another
node. Sometimes, that other node is a animCurveTL which we then perceive as
being “keyed”. But there’s nothing differentiating the animCurveTL.output
attribute from a
I've been pushing for "un-keyable" to actually be un-keyable for years.. (
maybe even a decade?)
I'm not exactly sure what the reasoning behind allowing un-keyable
channels to still be keyed is.
-=s
On Mon, Jul 26, 2021 at 3:35 AM Marcus Ottosson
wrote:
> The solution whould be set
The solution whould be set connectable to False, but the problem is that if
you close maya and open a new session it reverts it to keyable, so it
doesn’t really save if you close your session.
Ah that’s a bummer. Now that I think of it, that’s what happens to
setNiceNameOverride too, even when
edited
"Right-click on rotateX to Key Selected still produces a key, again
regardless of their non-keyable state."
Yes, sorry, that is what I meant. The "s" doesn't create the key, but
right-click and key creates a key. That is what was bugging me.
The solution whould be set connectable to
"Right-click on rotateX to Key Selected still produces a key, again
regardless of their non-keyable state."
Yes, sorry, that is what I meant. The "s" respects doesn't create the key,
but right-click key creates. That is what was bugging me.
The solution whould be set connectable to False, but
Yes, the jargon here is terrible. Likely for legacy reasons. (Although I
can’t think of which ones exactly? I remember this being fuzzy way back in
Maya 4.0)
But, it isn’t true that the s hotkey puts a key on non-keyable attributes,
can you confirm?
1. Create cube
2. Make translateY,
Hello,
to make an attribute not keyable you can do it with cmds or mplug or right
click 'make not keyable'. What this does is grey out the channel box, so if
you select the node and set a key typing 's', the attribute is not keyed.
So far so good.
Now, this is what I find annoying. Many times