Agreed. There are some funny stuff happening when working with slotted actions and armature keys sharing frames.
Even if only one object/bone is selected and only that one's set of keyframes is selected (dope/action/curve editor will now show summary keys + actual keys as selected), if the user presses save keyframes it saves every keyframe under that keyframe column (even even the ones filtered away for "selected" and "slot" in the action/dope/curve editor.) So if you've for one action slotted in several meshes, bones objects, shapes etc., timed to the same key you unintentionally get tens to if not hundreds of saved channels.
E.g., if 3 bones are loc rot and scale keyed for one column in the same slot/action, you select one of the bones and select only that bone's summary keys which again forces the implicit selection of the entire action's summary keys you will see 27 keys being saved instead of the expected 9.
However if you in the action/dope/curve editor drop down the bone's individual channels and select them individually the addon acts as expected.
Exceedingly useful addon though, and great help on the way to attempting to automate character locomotion in scene.
Especially useful this. For complex armature objects (rigify, autorig etc.) the bone list became a light hellscape to navigate as other bones and control bones mix together arbitrarily. Eyedropper or string entry would solve.
Nice UI improvement. Hoping it can source GN setups in asset libraries as modifiers in the future.
Thanks for the review! Support for geomtry nodes modifiers is a long term goal, but I am not sure how to implemnt it on a technical level yet, or if its possiable.
Hopefully bone transform and right-click select support in the future!
Nice little automator. Hopefully Blender implements damped track principle to native Rigify. So many possibilities for auto physics but also character balance, etc. etc.