Read Options




dkAnimErwin only inserts new keyframes..
So if you want to replace a curve completely you will first have to delete all the keyframes in your object before reading animation onto it.
This is a simple step using the Edit->Keys->Delete Keys option in Maya.

Type in a path and name of a *.dkanim file in the text field, or use the “Browse” button to navigate to one.

Use Search and Replace:


When checked, the 2 fields below it are active.  This is used to tweak channel names in a saved *.dkAnim file.

For example:  If you saved animation on an object named “A_Hip” and you want to read that onto an object named “B_Hip” you could type “A_” in the “Search For:” field and “B_” in the “Replace With:” field.

Add Prefix:


This will add whatever you type to the beginning of all node names in the saved *.dkAnim file.  If you wrote out animation on an object named “Hip” and you are reading that onto an object named “A_Hip” .. just type A_ in the “Add Prefix:” field.

Add To Top Nodes Only (prefix option):

When checked the above prefix will only be added to nodes that are at the root of a hierarchy (top most parent).

Load Explicit Node Paths:


When a *.dkAnim file is saved each node name is long listed.. that means that the node name contains the full path to that object in it’s hierarchy.  This is done because in Maya, it’s possible to have 2 nodes with the same name as long as they are parented under different objects.  So with this checked, the tool will look for an object with not only the same name.. but parented under the same nodes. If you have re-parented your object or changed some of the names in the hierarchy to that object then you’ll need to uncheck this option. If you are sure that you don’t have 2 node names that are identical in your file then it’s perfectly safe to uncheck this option.

Load Un-Keyed Attributes:

Many times when animating you might set a value of an attribute without actually keying it.. This happens all the time in fact. dkAnimErwin actually saves all of these un-keyed values for your nodes in the .dkAnim file.. if this is checked then those values are transferred to the new file.

Limit Channels to Scope:


“Limit Channels to Scope” checkbox goes along with the “Define Channel Scope” button.
Point the “Read Options” line to a valid *.dkanim file and hit the “Define Channel Scope” button.
This will list all channels that exist in the .dkanim file after being filtered through the various “Read Options”.


If you don’t have “Load Un-keyed Attributes” checked, then only keyed animation curves will be loaded into the channel scope window.

  • To use the feature make sure to highlight some channels and the “Limit Channels to Scope” checkbox is checked to activate the feature.

Refresh List:

If you update any of the “Search and Replace” fields or any other “Read Options”, you will need to hit “Refresh” in the channel scope window to see the update.

This tool is great for seeing how the data from the file will be handled before committing to importing it to the current scene.

The is an information message that tries to tell you when the channel box is out of sync after you change options.  The refresh also tries to keep the same selection you had prior to a refresh.. this is handy for clicking off full paths.. selecting the nodes.. then clicking full paths back on and retaining the selection.

Add and Remove Channel Scope:

These are to help you define a channel scope with selecting (“Add”) or removing (“Remove”) items from being actively selected using wild cards.