Keying sets other than Whole Character (or keyframing in general) do not respect channel locks #97886
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Reference: blender/blender#97886
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System Information
Operating system: macOS Monterey 12.3.1
Graphics card: MacBook Air (M1, 2020)
Blender Version
Broken: 3.1.2,
cc66d1020c
, master, 2022-03-31Short description of error
Keying sets (other than Whole Character) do not respect channel locking. Whole Character is the only keying set that respects channel locking, which is surprising, unexpected, and undocumented behavior. This is actually a big pain point when it comes to animating complex rigs.
blender/blender-addons#70447 is related, but @lichtwerk mentioned in https://developer.blender.org/T70447#806580 that it would be good to file a separate report about this problem.
Exact steps for others to reproduce the error
NOTE: the tooltip for locking says "lock editing when transforming" (so if we decide to respect locking in general keframing, this would need to be adjusted)
Added subscribers: @dr.sybren, @Cigitia
Added subscriber: @PratikPB2123
Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Thanks for the report. Can see keyframe for locked properties are added in the dopesheet.
Locked properties are still editable from panel so keyframe addition is still possible.
If there's inconsistency between different options then that maybe a bug.
@dr.sybren , can you check?
Added subscriber: @lichtwerk
It certainly is inconsistent with other keyframing in blender, but I actually think this
Whole Character
keyingset is kind of special, see the commit message from1439ebb6b1
.If we would want all Keying Sets to respect locking (which would be a problem to implement in
keyingsets_utils.py
, would we want to respect locking for "regular" keying (without a special keyingset) as well?Keying sets other than Whole Character do not respect channel locksto Keying sets other than Whole Character (or keyframing in general) do not respect channel locksIn the interest of clean actions, keying locked channels doesn't make much sense to me.
It just adds extra unnecessary channels to the action, gives the user more junk to sort through in the anim editors and also affects viewport performance by giving the depsgraph more to chew on
.
Also, it's intuitive that if a channel is locked, it won't be keyed.
putting this as a known issue
It is on track to be tackled here though: #113278: Anim: Keyframing Rework