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This took me many hours to finally really guess the problem: two bones, one I can add a keyframe, the other I receive this message "no suitable context info for active keying set", how to fix it?.

Now I want to avoid being surprised, mostly because the error message does not specify why it is happening.
If it could have said "you cant add a keyframe because of the DEF prefix", I would have spend 1s solving the problem. :(

So, is there any updated documentation about how these namings behave? in a direct consideration of blocking and/or adding functionality.

PS.: I cant add this tag "naming-convention" but I guess it is essential now.

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    The manual https://docs.blender.org/manual/en/latest/animation/keyframes/keying_sets.html#whole-character-keying-set – batFINGER Oct 01 '21 at 09:41
  • perfect thx! google was not helping... anyway, I would have had to know it before facing the problem, as the error message does not help. – Aquarius Power Oct 01 '21 at 09:44
  • Strange, link posted is top match after googling "blender keying sets" – batFINGER Oct 01 '21 at 09:46
  • yes of course, but the name of the bones was the last thing I thought that could cause that problem... I mean, this doesnt dismiss this difficulty to new users, and may make them give up on using blender... I wasnt looking for naming conventions, I was looking for bones behaving differently and the non helpful error message.... – Aquarius Power Oct 01 '21 at 09:47
  • Do note that this limitation only applies if you are using the Whole Character Keying Set. Otherwise the bone name prefix is irrelevant to whether or not the bone can be keyed. – Marty Fouts Oct 01 '21 at 14:10
  • mm... that must be it, I always use wcks, as I think it is easier to work that way – Aquarius Power Oct 23 '21 at 22:05

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