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[Suggestion] Manual Key-Framing #45

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@theHoodaloo

Hello, I am considering using this addon as it does almost everything I am looking for, minus one small thing; currently, when recording, the addon adds keyframes automatically at the specified frame rate, but what I am looking for is the ability to add a single frame from the current pose. The purpose of this would be to perform pseudo stop-motion with myself as the armature, where I can get the exact pose I want for each frame and tune my shape keys to be exactly what I want and then press a button to add each pose in rather than it happening automatically while I am still trying to get the perfect pose. Assuming this small feature could be added, it would make this addon practically perfect for my use case!

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  1. ethanporcaro commented on May 11, 2026

    @ethanporcaro
    Member

    Huh that's an interesting idea. I'm looking into controller button input tracking, and will revisit your idea when that's implemented. I guess for now you can just clear out the frames you don't want. Thanks for the feedback!

  2. ethanporcaro commented on Jul 10, 2026

    @ethanporcaro
    Member

    I may look into this in #47 .

  3. theHoodaloo commented on Aug 9, 2026

    @theHoodaloo
    Author

    Just got some free time to work on my project again and noticed your response; that's great that you are considering adding a button to capture the current pose as one frame rather than constant recordings!

    If you have issues making controllers bind to buttons, you can always instruct people to boot blender up via steam, which would enable steam input, which can then be used to bind A/B to whatever keyboard key you'd want your plugin to use.

    Additionally, on the topic of steam, for people trying to view their scene in VR (from your FAQ), a very makeshift workaround would be to attach a camera to their head tracker reference and use OVR Toolkit to spawn a window that is viewing blender, then setting the window to move with them to get something close-enough to seeing their scene in VR.

  4. ethanporcaro commented on Aug 9, 2026

    @ethanporcaro
    Member

    Awesome notes, glad you got a process down!
    I worked with the core blender XR developers for enabling native vive tracker support in blenders own VR features. I'm going to start migrating TTK to that, which eliminates dependencies and workarounds, and allows viewing the scene in VR. Also I'm getting native button input going as well. This is all expected to be ready by blenders 5.3 launch (but will require at least that for newer TTK to run)

    Great tips, thank you!

  5. ethanporcaro commented on Aug 17, 2026

    @ethanporcaro
    Member

    Completed in the Native Blender XR branch #52 and will be released with TTK 3.0 in November. It's going to be a bit, since we're waiting on Blender 5.3 (but the Alpha and Beta will be compatible).
    I likely wont add it to the next 2.x version, since all the code would be replaced in 3.0.
    Commit 85639b3

    Frame forward/backward buttons can be assigned, as well as a button to save the current pose to the timeline.

  6. linked a pull request that will close this issueNative Blender XR #52on Aug 26, 2026
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