for animTime in animStart to animEnd do
with animate on
at time animTime
p = inverse proxyName.transform.rotationPart
orientName.rotation = p
I end up setting keys on the orientation and translation. Conceptually, I think I know what's going on (I could be wrong). Since the position of a rotated object in a hierarchy is also changing it's world position and "animate on" records changes associated with objects referenced within, it sets keys on position as well. Is there a way to isolate the keys to the rotation and avoid altering the translation? Maybe I'm not setting the right rotation value.
-- oh, and how the hell do I get [CODE] to display my code properly.