Hello!
I’m a beginner at animating in general and still learning properly on Blender’s actions workflow.
Therefore, I often find myself having to “give more space” on the timeline to allow more time to pass between things happening, as I end up trying to squeeze too many movements at once in block-out phase and not realize at first that I need more pauses. Beginner mistakes, I’m sure.
Here’s my problem:
I have a file with several rigs and entities interconnected to each other through various constraints, as well as different actions defined on certain rigs, camera switches and drivers activating/deactivating in certain moments on the timeline.
Some of such actions are cyclical movements connected by other actions that perform transitions, hence why my necessity to use them, instead of having everything running in a single “not pushed down” animation.
I keep finding myself in need to create new spaces of 20-30 frames here and there, as I notice things are happening too fast. As I search online, they suggest to select to “show also not selected entities in the dopesheet, and just move all keyframes further”.
Unfortunately, this is all true, until it comes to slotted actions. With actions, I find myself unable to just “move everything forward”, as they are separated entities from my edits. I also cannot select them all and edit them all at once, unless they’re happening at the same time (place in the same spot on the Y axis of the NLA editor).
This turns into a mess when it mixes with minor entities that are not using actions (like empties moving cameras, entity visibility, and so on), as some keyframes will inevitably be left behind. I can fix that, as I already did so far. But it’s just obnoxious and prone to mistakes, and I’ll have to do it all over again every single time this happens.
So here’s my question: Is there any reliable way to ensure everything, and I mean everything in a timeline to my selection, regardless of entity, action or mode, to be offset in a wanted direction?
Alternatively, since the initial part of the animation isn’t affected by such delicate triggers and I could make space “backward”, is it possible to tell blender to offset the timeline so that a negative frame number becomes the new “zero”? It’s not that I have anything against negative frames, but I guess it would be good for keeping things clean.
Thank you for your time. ![]()