I’m trying to do an animation, specifically in a scene where the character leans his head down as he hears something under the car, but for some reason, even if I keyframe all aspects of the bones, the bone immediately resets to its original rotation before the scene.
In case it is needed, I’m using a Built-In-Function in order to give the chest and neck bones random rotation.
Were you previously working with auto-keying on? I don’t see you setting keys (hitting I and choosing what transform channels to key in) in the screen recording.
^That’s what it normally looks like, would be blue if it were automatically placing keys when you transform things.
I never really noticed that button, and I did press I to keyframe the animation (For some reason Blender doesn’t show me what channels I can keyframe, only keyframes everything at once.)
I think I managed to figure this out myself. There was an error message whenever I would try to keyframe any movement on the x-axis, which said how the frame wasn’t applied because of an existing F-curve, and recommended removing any F-curve modifiers. So I went to my graph editor and found a checkbox option in my Built-In-Function modifier called “Additive”, and when I enabled that, my issue was fixed.