Nate wroteIf you have a key that rotates a bone 200 degrees, why would you want to paste that key as translation 200 pixels?
Please see my previous post where I described this in detail.
Nate wroteThe chances that this is ever useful seems pretty slim.
Not for me. I'd use this a lot as it's a huge time saver.
Nate wroteIt sounds like what you want is not copy/pasting rotation keys to translation, but instead you want a constraint that positions a bone based on the rotation of another bone. We do have plans to add that.
No, that's not what I'm after, as I need to be able to edit the keyframes after pasting and change the timing and/or values.
Nate wroteNote when you say "key" in Spine it means a stored value on the timeline, as shown in the dopesheet and graph.
Yes
Nate wrotePasting an X key to a Y timeline isn't possible. It's more likely to be useful than pasting rotation to translation, but it's not allowed just because we didn't expect anyone to find it useful.
Nate wrotePasting an X key to a Y timeline isn't possible.
That's unfortunate. I find this very useful for reasons as described and see it as being a huge time saver.
Nate wrotePasting an X key to a Y timeline isn't possible. It's more likely to be useful than pasting rotation to translation, but it's not allowed just because we didn't expect anyone to find it useful. Can you describe more about what you are wanting to achieve?
Yes, of course; I want to copy the keyframes from the X channel to the Y channel. For basically the same reasons I'd like to copy keyframes from a Rotation channel (single value) to a single X or Y Translate channel (or shear or scale for that matter in other occasions). See above.
Would it be possible to make all single-channel keyframes interchangable in the future for copy'n'pasting? That would be awesome! 8)