Challenge 2: Why Over-Keyframing Made Later Adjustments Harder — Solution Walkthrough The answer: Per this chapter's own warning box, a sparse set of keyframes at the moments that actually matter — a starting pose, an ending pose, maybe one key moment in between — is enough for Blender to calculate smooth motion automatically. Setting a keyframe on every single frame of the 48-frame animation was unnecessary from the start, and it's exactly what made later adjustments so much harder. Why the simpler approach would have avoided this problem: With only two or three well-placed keyframes, adjusting the animation's own timing would mean changing just those few keyframes' own values or frame positions, letting interpolation recalculate everything else automatically. Because dozens of keyframes were already set on every frame, each one now has to be individually adjusted to reflect any change, since none of them are relying on interpolation to fill in the gap. Why this connects to this chapter's own broader point: Per this chapter's own material, over-keyframing every frame not only wastes considerable effort up front — it specifically makes an animation much harder to adjust later, exactly the difficulty the student is now experiencing. WHY THIS WORKS AS AN ANSWER ------------------------------ This exercise checks that the difficulty of adjusting an over- keyframed animation is correctly traced back to unnecessary keyframes on every frame, rather than an unrelated technical limitation.