I’m sorry I’m having such a hard time with this concept.
I’ll post the bouncing ball video again. I’m using 4.1, just trying to do what you do in the video, where you make the starting and ending frames, then you insert the keyframes in between by dragging the playhead to the bouncing points and hitting “I”.
I can make the starting and ending frames, then after dragging the playhead to the next point, and hitting “I” in the viewport, it says “failed to insert any keyframes”, and then hitting “I” over the channel input boxes gives me the error message, but inputs a key for the Y channel, which I had deleted.
It will insert keys when I adjust a single channel though. So does auto-keying not insert keys unless an actual transformation is made?
Would it be helpful if I got a screen cast keys addon?
Like I said, I feel like I get the concept. Completing the exercise using the same Blender version was no problem, of course. But I need to be able to translate that knowledge to the current version of Blender eventually, and I’m getting the same issue in both the starting file and a fresh file.