QUOTE(ToreB @ Sep 21 2010, 01:42 PM)
True, In the example with the camera it's not that big a deal, but if you want to animate all your characters (as I do) with a different interpolation method than the default for every bone and every control point, believe me it's a lot of tedious (and unnescessary) work!! :-/
In order to change the default interpolation for every animatable bone in a character, just pose the character on the first frame. (I always use seperate choreography actions for body motion and facial motion) So in the "Body" chor action, just pose all the body control bones. You do this already, so it isn't really an extra step. Then expand the chor action in the PWS until you see a folder named "Bones". Click on the "Bones" folder to select it. ALL the bones that you posed are selected. Switch to Channel View and follow the procedure I mentioned above. It may seem complicated, but after you do it a couple of times, it really is pretty quick and painless.
There is a way to automatically set keys on all desired bones without having to pose them on the first frame. I have done this a few times, but found that it doesn't save me that much time. I am sketchy on the exact procedure, but I think it goes something like this. Make a new Pose for your character. Name it something like "Key All Controls". Select each control bone in the rig and enter "0" for all the translate and rotate properties. This creates channels for all the bones. Save the Pose and close it. Leave the Pose's default value in the model's User Properties set to "Not Set". Drag your model into a Chor or Action. Now *DRAG* the pose from the Pose Slider window and drop it onto your model shortcut in the PWS [Edit - you have to drop it on the model in the CHor or Action WINDOW, not on the model shortcut in the PWS]. Channels will be automatically created on every bone.
You really should not be keying the Control Points _Ever_ , except for very specific instances where you are doing some kind of special muscle mode deformation in the chor and for some reason you can't set that up in a Pose. Leaving the Muscle Mode keyframe filter activated, and forcing keyframes on on all those control points, adds a ton of unnecessary data that A:M has to process, which will slow your real-time display down and increase the chances of technical problems happening.