Hi, jaebea - I’m a bit rusty, having had a long break. I’m not sure yet that I’m back in, either. But I’ll have a bash at your problem .
Have a look inside your aniBlock in the aniBlock graph editor (that’s the third icon from the right when you’re editing the block). Does it have root at the top of the list? If so, click the word root, and click the -key to delete. You shouldn’t have any root positioning in an aniBlock.
When you are positioning K4 using the root, make sure that you aren’t in aniBlock edit mode, so you shouldn’t be editing the aniBlock at all, so no keys will be made. Also make sure you’re on frame zero.
I have a scene experimenting with using nulls, and it’s totally stuffed, so I’m going back to a backup. Later… Scene totally stuffed - will have to start again - I can’t get an aniMate track for K4, it keeps coming in as a subtrack. I didn’t save a version before I started experimenting with nulls. Make sure you save many different versions of the scene you are working on, because things will go wrong. (My daughter had to do an assignment in Maya, and she kept complaining that it was almost unusable because of all the bugs - mostly user error I’m sure, but even expensive programs have nasties.)
Bug reported - don’t create an aniMate track for nulls. Actually, that’s a bit nasty - I was hoping to animate the swing so that it’s faster going down, then has a slowing down at the top, and that would be a lot easier in a graph editor. I guess that could be done in DS3, and then transferred over.
I use Puppeteer to hold poses, rather than create them in aniBlocks. Puppeteer will key the root, but when I later put the poses in an aniBlock, I clean them up.
This YouTube shows how I’ve done it. I did two poses, and held them in Puppeteer. Then I parented K4 onto the swing and animated the swing (not in an aniBlock). Then I created an aniBlock on K4, and placed the Puppeteer poses into the block. Then I deleted the root keys from the block. Then I repositioned K4’s hip that had displaced itself into the air. The end of the video shows going into the graph editor - the hip should be the topmost thing in the graph editor hierarchy.
Btw, the swing set is two cylinders and a cube, parented to a null called Swing. The Swing null has it’s rotation point at the top of the swing. - did you do yours the same way?
Anyway, to answer your question, you have possibly keyed the root inside the aniBlock .