Completely baffled by timeline keyframes
Just getting to grips with the animation timeline. Suppose I have a simple scenario:
My character pulls a dance move at frame 0, and smoothly glides into a different pose at frame 30.
In hindsight I decide their left foot (bone) should remain in place whilst they dance 0-30, so I copy the keyframe for the left foot at frame 0, and paste it at frame 30.
This achieves absolutely nothing, what should I expect it to achieve? I could have used the bone pin tool in the first place but I'll of course need to make corrections like this often. How can this be achieved?
By my logic, anytime you move an object at any frame, it should automatically create a keyframe for that object (like many animation apps). But instead I get animation applied with zero keyframes whatsoever. Help/clarity greatly appreciated!

Comments
It depends on how you are adjusting the foot - have you set it to pin to an IK target, which you can move, or are you just rotating it, which on its own will just vary the relation of the foot to the shin bone but not stop it from following along as the shin and so on move.
Copy their whole leg's keyframe from frame 0 and paste them to frame 30 and see if that helps, and then highlight all those keyframes and change it from TCB to linear on the bottom otherwise the leg will move. I can't guarantee it will work, but that's what I would attempt. This is literally my only problem with Daz is limbs moving when they shouldn't. And whenever I use the IK system, there's rogue frames where a leg goes straight up or to the side, it's random and weird, I don't understand why it does that.
Or what you'll have to do is take two planes, make them the size of the foot and make them perpendicular to the heel. Place it directly touching the heel on frame 0 and then go through and any time the foot moves from that spot, you have a visual reference of where it should be exactly and you can move it with the active pose tool (the little bone icon in the top toolbar, I have something rendering right now so I can't bring my mouse over to make sure that's what it's called). It's a ton of extra work but it will do what you want it to.