3ds max Keyframe Animation Editing keyframes in the Dope Sheet
3ds max Dope Sheet : Keyframe Animation Editing keyframes another row labeled rotation, and I can keep opening these. And when I finally get down to the position and rotation hierarchy, I can see actual keyframes. That’s what these are. X, Y, and Z position, and Z, X and Z rotation. Don’t let that throw you off. That’s simply because I’m using a different access order for the camera. But for our purposes, we can think of these as X, Y, and Z. It doesn’t really matter that they are labeled that way. So these are actual keyframes and they are color coded. And the ones above them, or in between here, are so called fake keys. And that is their actual technical name in the documentation. They’re not actually keyframes because these rows are not actually tracks or channels.
3ds max Keyframe Animation Editing Phys camera 001 is not an animation channel. Phys camera 001 transform position X position is an actual animation channel or track. And these fake keys are up here so that we can select the keyframes hierarchically. So if I click on phys camera 001 at frame zero, then all of those keyframes light up. I’ve just selected them all. And I’m over here in move keys mode and I can just click on that and move it, and I’m moving all of those keys. All right, so I just started the animation a little bit later .