Editing all keys without IPO curves

I’m a recent 3dsmax convert and really couldn’t find an answer for this.
Is it possible to affect all keys without using the IPO curves? Same thing like moving without the “auto key” button in 3dsmax. For example, if the object is animated from 0.0 to 10.0 and I move it 5.0 units in 3d view, keys will have values of 5.0 and 15.0.

Create a “User Preferences” window, then under the “Edit methods” tab, click “Action and Object” underneath Auto Keyframe.

You can also do this by creating a timeline window and clicking the record button

Thanks for the quick answer.
However, I’m not sure how I can affect all keys at the same time with the record button. If record button is down, it only edits the key in the current frame. If I have animated several keys and then want to change the whole path for example +5.0 units on z-axis, is it possible just move the object in 3d view or is editing IPO curves the only possibility.
edit: My current workaround on this is using a parent object in the original path and just offsetting the linked object that will be rendered. However it is time consuming when editing is needed for many objects and it gets impossible if any rotation is included.

I’m not exactly sure what you’re trying to do, but with the IPO editor you can edt individual keys (curve in EDIT / Points mode) OR you can grab and move / offset the entire curve (Curve Mode). So that would be the way for your original example (animted from 0 to 10) on e.g.e X axis, grab the LocX curve and slide the whole thing forward in the IPO editor 5 units.

You can also use the Action editor to offset / time reduce / expand all of / parital curves of an object.

More info on doing that here :
http://blenderartists.org/forum/showpost.php?p=804593&postcount=2

Parenting objects to armature bones can give you other options as described in the above link.

Mike

Ok, I’ll describe what I’m working on.

I’m animating around 30 flying pictures, maybe more, and they should land on different positions at different times so that they create a shape. It would be easy to create just one flying picture, then just duplicate it to single user objects and then just by adjusting the end postitions for the duplicates straight at the end frame. Using IPO curves is a bit tedious since getting the accurate position is difficult: “View x-keys, select all, grab, lock-axis, move… View y-keys. select all, grab, lock-axis, move…” and repeating this until the object is at the right position.

What IPOs will make easier is making some little randomness afterwards for the paths, but just moving the objects at the end frame in 3d view would be so much faster.

Of course, any other, easier, method for the whole operation would be nice too. :slight_smile: Thanks for the help already.

edit: I just figured out why it is so difficult to use IPOs. Object’s position doesn’t update while dragging the keys. Would there be a setting somewhere that could make 3d view update at the same time while still dragging the IPO curves?

I think an easier method is to place the pictures in their final postions, then create a path curve for each picture, and add a path constraint to each picture targeting it’s individual path. Then edit each path (except for the end point of the path which will be at the final position of the picture. That way you have visual paths in the 3d viewport.

AFAIK, there’s no setting to make objects update simultaneously with IPO edits.

Mike

Hmm… paths might be a bit faster to set up. Will try it, thank you.