The DS timeline is pretty light on edit controls… at least by default. There are some free and paid for plugins which give greater control of the timeline and keyframe. I haven’t had a chance to try them in DS4.5 yet so not sure if they are all updated.
With that said you can still create and delete keyframe in the stock DS timeline. The trick is that you have to select the individual part with the keyframe you want to delete. For example, if you have a bend keyframe in Genesis’ right forearm you want to delete you have to select the right forearm. Selecting the root node of Genesis will not show that arm keyframe. Sorry if that sounds remedial but I can’t tell you how many times I have selected the root and thought “Where did all my keyframe go?” hehe.
The keyframe look like little black or white (Depending on UI) upward facing triangles in the timeline. Unfortunately, that one tick mark represents all possible functions that are keyed. For example, if you rotate the forearm, bend the forearm and scale the forearm all on one frame then you will still only have one tick mark. This makes it so you can’t delete just the bend key but leave the scale and twist.
If you like animating I would suggest using a set of three features that are included in DS which are pretty nifty!
Active pose - The bone icon tool - It allows you to drag body parts around in an IK sort of way. It is like some of the other tools but I prefer it because of the easy pinning function so you can lock certain parts in place unless you specifically drag that part . I mapped the pin to a hot key so I can lock or unlock parts with a single button.
Puppeteer - This is the greatest thing since sliced bread if you ask me hehe. You can pose your figure for one keyframe, save that keyframe in Puppeteer then do your next key frame, save it in Puppeteer. When you have all your key actions you can scrub your mouse over the markers and the figure will transition to those keys. If you need to make a change to one of them just adjust your figure’s pose then right click the keyframe marker you want to change and select “Update Selected Pose”
The great thing about Puppeteer, other than it’s ease of use, is that it is controlled by your mouse movement so you get slight variations and it can look very natural.
When you get a Puppeteer animation just the way you want it you can record it to the time line then right click in a blank area the AniMate window and choose “Create aniBlock form Studio Keyframes” and save it. This now gives you a clip of your animation which you can reuse and mix and match with other aniblocks to create different animations in the future.
Here is a short tutorial on Puppeteer…
I hope this helps make animating a little easier.